What’s Going Away
Champion Bans
Removing bans was a really tough decision that we discussed a lot internally. Bans provide a real feeling of satisfaction and reduce frustration by helping you feel like you’re in control of your destiny, especially when you can remove that one champ you just don’t want to face. This was especially true before the balance changes (which we’re keeping), since certain champions were just so far out of line in terms of power.
But it also had some side effects. ARAM has always been the less competitive mode for players to enjoy League characters in a slightly more chill setting. But the bans were so targeted to a select group of champions that we saw an overall decrease in champion diversity. For players who just wanted to reroll for those champs, and didn’t care about having a perfectly balanced experience, it now felt like they were never available. Our goal isn’t to change what ARAM is to most players, and the bans almost took away the whole purpose of it to them. Finally it also adds another 30 seconds to “getting into game” time, which is something we want to keep quick for this mode.
Champion Balance
Our specific goal with champion balance in ARAM—which is something players have been asking for for a long time—was to preserve the state and meta of ARAM, but make games less decided at champ select. This means that champions like Sona and Ziggs are still some of the strongest champs in ARAM, but not quite game-defining like they were before.
So how did we do? Let’s check out this handy-dandy graph, showing the number of champions at each win rate in patch 9.6 and 9.7.
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