Views: 1976 Howling Abyss/ARAM Is Kind of Retarded, Needs some Mods
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So in this all middle completely random 5v5 match up, the concept may be good but the map and mechanics are actually ******ed. If the point is to send 5 champions straight into each other without much room to move to have a bunch of cool team fights the map should honestly be made wider not longer, it's way too long and narrow and poorly made.
Some width to the lane would allow for more flanking, instead champions are restricted at what they can do, it forces champions that were not designed for head to head combat, into head to head combat.
For this type of purpose, the laning concept should just go away completely. It would be neater to allow an open nexus design where the base is circular so say 4 turrets positioned in a square type format with inhibitors behind and the nexus in the very center so that the base can be attacked from all sides. Or at least at least a half circle type setup for each base like Howling Abyss would work but keeping it all in one wider lane.
They could have taken Howling Abyss setup and shrunk it down so it was really really small and turned the entire map into just one lane and it would have been awesome to go head to head on.
The other problem with the map is minions. There are two things that could be done. If we keep the same setup the minions should continuously flow so there is a steady stream going at each other or they should be sped up 3x as fast to match the number of minions released in Howling Abyss where there are 3 lanes since they are both 5 player maps.
It makes almost no sense to even have minions in this map that come out at the speed of a single lane and have to travel 800 miles across the map. What's the point? More minions would allow for teams to take on turrets without having to wait and also make it so teams or champions that are better designed at killing minions could actually do something beneficial in the match. Why is there one lane worth of minions for a lane filled with 5 champions?
The other suggestion is to either reduce turret damage and remove minions completely or make it so turrets can only attack champions if they hit an opposing champion within the range of the turret, otherwise they could only hit minions or not shoot. Having turrets on this map is kind of stupid, of course the team wants a defensive advantage but turrets are too powerful in this setup when there are no minions coming down the line.
Turrets could also just become structures that need to be destroyed that return a percentage of damage to the attacker. They could regenerate hitpoints or maybe they don't, but this would give the enemy team an advantage without having stupid turrets firing at champions. They could also be stable structures that give off an aura to increase stats by 5% or something to the team the structure belongs too.
The damage return the champions receive could make it so they can't just walk in and destroy them without losing health per hit and this gives the enemy team time to respawn and recover which I think is the main point of turrets anyways, just to slow down the enemy team. Structures with hitpoints would do that then the advantage would be given when super minions spawn from an inhibitor being destroyed.
I'm just not pleased with Howling Abyssa, I like the concept of random matchups, but Howlying Abyss is just poorly done. I really enjoy being able to learn new champions without being at a disadvantage against a player who only plays one champion and the quickness of the game is very nice too when I don't have time.
Some width to the lane would allow for more flanking, instead champions are restricted at what they can do, it forces champions that were not designed for head to head combat, into head to head combat.
For this type of purpose, the laning concept should just go away completely. It would be neater to allow an open nexus design where the base is circular so say 4 turrets positioned in a square type format with inhibitors behind and the nexus in the very center so that the base can be attacked from all sides. Or at least at least a half circle type setup for each base like Howling Abyss would work but keeping it all in one wider lane.
They could have taken Howling Abyss setup and shrunk it down so it was really really small and turned the entire map into just one lane and it would have been awesome to go head to head on.
The other problem with the map is minions. There are two things that could be done. If we keep the same setup the minions should continuously flow so there is a steady stream going at each other or they should be sped up 3x as fast to match the number of minions released in Howling Abyss where there are 3 lanes since they are both 5 player maps.
It makes almost no sense to even have minions in this map that come out at the speed of a single lane and have to travel 800 miles across the map. What's the point? More minions would allow for teams to take on turrets without having to wait and also make it so teams or champions that are better designed at killing minions could actually do something beneficial in the match. Why is there one lane worth of minions for a lane filled with 5 champions?
The other suggestion is to either reduce turret damage and remove minions completely or make it so turrets can only attack champions if they hit an opposing champion within the range of the turret, otherwise they could only hit minions or not shoot. Having turrets on this map is kind of stupid, of course the team wants a defensive advantage but turrets are too powerful in this setup when there are no minions coming down the line.
Turrets could also just become structures that need to be destroyed that return a percentage of damage to the attacker. They could regenerate hitpoints or maybe they don't, but this would give the enemy team an advantage without having stupid turrets firing at champions. They could also be stable structures that give off an aura to increase stats by 5% or something to the team the structure belongs too.
The damage return the champions receive could make it so they can't just walk in and destroy them without losing health per hit and this gives the enemy team time to respawn and recover which I think is the main point of turrets anyways, just to slow down the enemy team. Structures with hitpoints would do that then the advantage would be given when super minions spawn from an inhibitor being destroyed.
I'm just not pleased with Howling Abyssa, I like the concept of random matchups, but Howlying Abyss is just poorly done. I really enjoy being able to learn new champions without being at a disadvantage against a player who only plays one champion and the quickness of the game is very nice too when I don't have time.
Minions do play an important role even in an aram. How else are we to march forward to get to their turret? Or even tank em for that matter, sure Tanks can take quite a bit of damage but they would go down way too fast with 4 turrets to go through. Henec why the minions are there!
As for the health relics i do have to admit they require a buff, if your teamcomp does not have a healer then you are stuck relying on these which at this point don't heal quite enough especially late game. They could fix this issue by making that as the game wears on they start healing more and more. Also on the survival side you can also easily make do without the relics by:
1. Buying health pots. I have been using these and it has saved me and my team some grief by not dying. You are low health you just back up for a little bit use most of your pots and there you go you are back to full health within a minute and ready to shred enemies again.
2. Lifesteal/spellvamp. These don't get used to much except a few exceptions with the bloodthurster. Spellvamp is honestly never used, or at least iv'e never seen it used much. But they do provide you with that much needed health!
As for the cheezy wins with everyone being low hp and dying? there is sort of a few fixes to that.
1. go back up and re-read the healing section
2. Let everyone hang back closer to the turrets/ nexus, one person goes and pushes the lane if they can to the turret and proceed to be destroyed by it or take as many champs down with him as possible. while those that hang back try to live as long as possible to let the other person come back in. 4 low health characters can still do quite a bit of things if played right. Then rince and Repeat until everyone is back full health and ready to engage on some major fighting.
Sorry for the long post just trying to get to everyone's points :D!
The chance to win in this map is too luck based.
With a bad team your just waiting to lose.