Image 1 — New player. First time Collector boosters
Image 2 — New player. First time Collector boosters

New player. First time Collector boosters

I only started a few weeks ago. And got these from 2 collector packs. How lucky is that.

u/Initial_Carob2755 — 8 hours ago

Would you be open to a “Karma-style” Mel rework that pushes her into support?

I had a rework idea for Mel and I’m curious what other Mel players think.

Years ago, Riot changed Karma from being more of a midlane mage into a champion that was mainly balanced around support. Obviously, that was controversial for people who liked mid Karma.

What if Riot did something similar with Mel?

The idea would be to make her kit less focused on solo-lane damage and more focused on protecting, empowering, and setting up teammates.

For example:

Lower selfish burst damage, but stronger shields / ally utility

More reasons to stay near teammates instead of playing for solo kills

Better tools to punish enemies who dive your ADC

Keep her stylish spell-reflection identity, but make it work better in teamfights

Possibly make her ult more supportive instead of mainly being an execute tool

I know a lot of people enjoy Mel mid, so I’m not saying this should happen. I just feel like her visuals, personality, and defensive magic could make her a really unique high-skill support if Riot ever wanted to take her in that direction.

Would you hate this idea, or could you see Mel becoming a proper support champion if the rework was done well? What would you keep from her current kit?

reddit.com
u/Initial_Carob2755 — 12 days ago
▲ 782 r/ARAM

ARAX / ARAM Crossroads Update: Fixing Minions, Backdooring & Boss Objective

Thanks for all the feedback on my 4-team ARAM concept.

The first post got way more attention than I expected, and a lot of people brought up good problems with the idea, especially minions, dogpiling, backdooring, and how the game would actually end.

So this is an updated version of the concept.

Mode name: ARAX / ARAM Crossroads

Players: 4 teams of 5, 20 players total

Map: X-shaped Howling Abyss

Lanes: 4 lanes only, one for each team

Towers: 3 towers per lane

Main fight zone: center crossroads

The map should stay simple: only 4 main lanes. No extra full lanes added.

Minion idea

Each team still only has one physical lane leaving their base, but their minions can split through the center toward the two neighboring teams.

Example:

Blue can pressure Purple and Green

Red can pressure Purple and Green

Purple can pressure Red and Blue

Green can pressure Red and Blue

This means every team has two natural enemies to worry about, but the map does not become a mess of extra lanes. The center stays important because that is where waves, rotations, and fights overlap.

Backdoor protection

A big issue people brought up was: “Why would my team ever leave base if another team can just walk in and backdoor?”

One possible fix is a temporary Base Defense Gate.

When all living players from a team cross into the center zone, a gate closes behind them for a short time. Enemy champions cannot instantly run into their base and backdoor during that window, but minions can still push and the gate would have a cooldown.

The goal is not to make bases permanently safe. It is just to give teams permission to actually go aggressive.

Destroyed tower bridges

Another idea is that when a tower falls, small bridges between nearby lanes unlock.

This would make the map more chaotic over time:

Early game: simple 4-lane X map

Mid game: more rotation paths open

Late game: teams can flank, rotate, and punish turtling more easily

So the map slowly opens up as towers die.

20-minute boss event

A lot of people also asked for a Baron/Dragon-style objective.

At 20 minutes, everyone could be teleported back to their base. Then a portal opens in each base that sends teams to a temporary frozen boss arena.

Think of a giant ice arena with a massive Freljord-style raid boss: part Volibear, part Anivia, part Ornn. A huge primal frost creature.

The boss could give:

A large point bonus

Empowered minions

Temporary tower pressure

A comeback tool for teams that are behind

This creates a big late-game event instead of everyone just turtling forever.

Win condition

I still think there are two possible versions:

Last Nexus standing

Point-based system from kills, towers, center control, Nexus damage, and boss objective

After reading the feedback, I think a point-based system might honestly be healthier, because it makes teams fight for objectives instead of only waiting to backdoor.

Main goal

This is not meant to be perfectly competitive. It would be a chaotic rotating fun mode, like URF, Arena, or Nexus Blitz.

The dream is simple:

4 teams.

20 players.

One X-shaped Howling Abyss.

Pure ARAM chaos.

u/Initial_Carob2755 — 25 days ago