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As a major aram enjoyer I was excited for these changes at first, but it turns out they completely took the fun out of the game for me, mainly the hexgates. If you fall behind, which could even be because you drafted a worse team comp, there’s almost no way you can push back again, even if you win team fights.

If you don’t ace the enemy team, someone will be in the middle of the lane again in the matter of seconds, making any sort of comeback almost impossible. It feels like the way you approach the game mode has changed to where it’s just not a chill game mode anymore, at least for me. I’m personally really disappointed and I hope the hexgates at the very least receive a cooldown for their usage.

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over 1 year ago - /u/RiotMaxw3ll - Direct link

This is something we're keeping an eye on for sure. I think Hexgates are doing some good things early game, but once we get some more data/games in on first turret win percentage, it might turn out we need something like a cooldown or some other solve. There might be other factors as well (tower rubble is less good for defending teams than we thought) that might adjust these factors as well. A bit too early to tell

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by dirtydoughnut

Please do not use the idea that shorter Aram games are better to justify the one sidedness that hexgate/respawn timer changes caused. There back and forth was a much more fun dynamic, for all ten players

Definitely agree that short but snowballier does not necessarily equal better. The data I’m waiting on should tell me if taking the first tower leads to a larger increase in wins than previous. If it’s a large difference, that tells me we probably went too far and we can look for solves

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by TheMurder21

Its both. Prior to the tower rubble, you could always "see" your opponent unless they were hiding deliberately in a bush but you always had space to maneuver around.

Now even if the enemy retreats, there is nowhere you can go. You are basically always pushing blind while being funneled into the remaining position. This means you are disadvantaged by both lacking vision, and also lacking the ability to maneuver around because you just positioned yourself between a literal rock and a hard place.

This adds to the point of why being behind basically dooms you. It puts you in a position where even trying to crawl back across your line, you are extremely vulnerable to strong counterplays incl. wombo combos.

How do you feel amount of wave clear affects that?

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by kscannon

With the changes, the balance of the champs feel way off too. I know games depend on what is selected but when the majority of one team is dealing a reduced damage and renektan can get one item and tank and kill the majority of a team with a 120% buff to healing and it taking multiple items to deal with and at that point the games over or a rangar with bushes on both side making the center not a safe spot for any back line. The balancing % is making some champs gods and others literal dirt.

this is the crux of a lot of it, and we're prepping a hotfix for the balance outliers right now. We intended the map changes to favor melee champs and disfavor ranged poke champs, and they have, but much more than we intended. We'll have to do follow up work to start undoing the balance levers that were making up for map discrepancies in power.

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by WitheringAurora

I feel like a massive issue with the hexgates is the fact it gives the winner a major advantage. Before you had to carefully fight, and strategically take out the enemy team to take down the first turret if you were behind. Now they can just sit under tower and wait until their carry gets back. A lot harder with tanks now too.

It definitely does. I think the death timers, as frustrating as they are, are the counterbalance here. I don't think they're doing a great job (clearly they're frustrating), so we're going to be doing some resting on alternate solves.

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by raphelmadeira

Hello, in the tests did you guys verify the possibility of the inhibitor tower also blocking the passage falling on the opposite side of the first tower?

It was pretty clear that the one tower falling was going to have a large impact, so rather than mix up the whole map, we wanted the terrain to impact a specific part of the map and leave the rest as is.

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by Masalar

They've said part of what hexgates are solving is some champs (such as assassins) needing flanking opportunities to be powerful. By giving them said opportunities they can then take out some of the percent buffs they're receiving. Whether it's overall a better solution remains to be seen.

Yeah this is the intent here. The flanking positions should give assassins more play at a baseline, so they shouldn’t need the balance buffs. There is follow up to be done on that side.

The death timers (which again, we’re going to look at) were to address the knock on effect of changing the map proactively. Definitely possible we overshot and didn’t need it

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by Masalar

Yeah, while I understand the intent, losing one fight at like 15 minutes at the opponent's base and them having time to run all the way back and take your nexus feels real bad.

Agree if that involves taking the outer turrets as well. Death timers are only 3 seconds longer at that stage, so it’s not like you couldn’t go coast to coast in that time previously. Being able to take multiple turrets and end the game before they’re up is probably a bridge too far though

over 1 year ago - /u/RiotMaxw3ll - Direct link

Originally posted by FruitfulRogue

I don't know, it just doesn't feel well thought out.

If you're behind, and somehow manage to ace the enemy team while they're at or around your inhibitor. By the time you get to their first tier turret with a wave, they've respawned and hexgated to it already.

So the progress you've made in regards to objectives is close to null. In the past you would have at least gotten some damage onto the enemies first tier turret whilst they run back.

It makes comebacks feel nigh impossible, and makes games feel dreadful to play. I really think the balance team struggle with understanding games should be fun, and not just about a theoretical balance.

Right, that’s why the death timers were increased. I’m not arguing it was a perfect solution, I think it definitely needs some tuning or another solve, but the intention was to solve that problem