I think there needs to be a permanent health fountain at the base of ARAM matches. In a normal match, if you lose all your health fountains you can always just return to base and you receive healing and mana regeneration from it. Mana and healing regeneration is disabled at the base in ARAM matches. So I think they either need to allow you to generate health at base or have a permanent health fountain at base that cannot be destroyed. Its really an unfair advantage if 1 team still has a health fountain and your team doesn’t. A permanent health fountain would not be that big of a game changer, it would allow you to get health every 2 minutes.
Oh yeah, let’s make ARAM games even longer…
It’s not an unfair advantage, your opponents had to destroy your keep AND their own fountains are on the other side of the map.
Adding an invincible fountain at core is a big defender’s advantage that comes into play when the game should be winding down. Same reason the core lacks shields and stops scaling late game.
its a 2 minute cool down that gives a 40% health boost (30% mana) that takes a few seconds to gather. its really not that huge of an advantage. if you lose that 40% health, you will have to wait 2 more minutes.
further, if you are trying to defend your base, and you are out of mana, what are you supposed to do? just sit there and not do anything?
40% health boost that takes a few seconds to fill your health and is on a 2 minute cool down isn’t going to make the game last that much longer. it simply allows your team to get some health to be able to fight back.
Actually, this will make them last much longer.
Especially if picks are equal in power and so are players. It’s just a ping pong game, which can easily get to one hour…
I have been requesting this for years. It is especially important if your team ends up without a healer (e.g. due to none being available in the shuffle pick).
Auto attack I guess. Better than losing shamefully sitting in the hearth. Your opponents have gotten over the hump and knocked out your fountain, restricted your access to globes, and run your mana down. Your opponents have outplayed you to get to this point.
so in other words, bar any form of being able to make a comeback huh? can’t get to globes, can’t heal or get mana, just sit in base and let them destroy you. sounds fun.
ARAM is supposed to be a fast paced game mode. Other MOBAs that have similar game modes also don’t feature healing fountain at base.
At some point, the game needs to stop giving you more comeback chances.
Your strongest defensive position is your keep. When it goes down, you don’t lose. This is your last chance. You are on a timer. Maybe you can pull it off or at least earn more chances.
If you were already chewed up and mana starved, good on your opponents for denying you the chance. The game doesn’t owe you another.
ya you aren’t going to pull it off if the enemy blocks all globes and you have 0 chance to get health or mana.
I have had tons of ARAM games where both teams lose both fort and keep so both teams have no fountains. The match is then driven on longer because both teams lack the resources to push as they have no fountain options, often waiting for revive timers or running on cruise control with what little resources they have. This is especially the case with no healer comps (due to no healer or bad healer in shuffle) where both teams end up wiping against each other in alternating order losing forts and keeps.
This is where a fountain would help since they can then reheal when pushed back to try and recover momentum.
As someone who also played the very first community ARAM’s in HotS before Lost Cavern (they were played on Dragon Shire), the rules were specifically: no Orbital BFG (no longer an issue as it doesn’t hit structures and Hammer is now disabled anyway), and no going back for HP.
Later Blizzard codified ARAM into an actual custom map (Lost Cavern) and it included the latter rule.
That meant if you lost your fountains, that was that. You had to fight with no healing.
They could of course make fountains Invulnerable (which they have been in Garden Brawl, Punisher Brawl and Temple Brawl), but that’s a good extra 5-10 minutes added to the duration of an ARAM.
it’s supposed to be an unfair advantage, they want the game at that point to just end. Same reason they have catapults; sometimes unfairness is a good thing
Honestly I doubt the fountain will add long to the match duration. Maybe a minute or so. Most of the matches are lost by a steamroll and fountain will not stop that. Only in very close matches can it make a significant difference in time, and those the players might be happy with.
Lack of fountain only really affects some comps. If you have a healer like Stukov then fountain healing is trivial and practically not needed late game as Stukov has infinite mana and healing by that stage. On the other hand if your only healer option was Uther then that fountain is pretty much critical and once you lose both you effectively lose 75% of your healing due to Uthers terrible mana sustain. In that case a losing situation becomes worse with little chance of recovery.
The way some heroes are balanced depends on access to these healing sources such as wells and hearth. It is bad enough that the hall of storms does not heal, but having access to no fountains at all pretty much breaks the heroes.
Why is that?
The reason answers why there won’t be a Fountain there. Which is a weird way to phrase “enable regen at base”.
Ppl are “forced to die” in ARAM.
If they want a quick ARAM, just make a map like the Try Mode, with only 1 fort on each side, very short lane, everyone starts at lv10 and has to choose Heroics only. Then, the game will end before you can even die 10 times.
Personally I think a bonus fountain could make matches last for too long. A possible solution to some of the problems on certain maps have would be to make “upstream” structures immune to damage until those closer to the frontline fall first.
It would help prevent backdoor tactics on some maps (sylv and azmodan).
Hm.
I’m of two minds about this, for reasons I won’t type out currently.
The though did occur to me that perhaps an item which you gain upon losing your keep, which has a long cooldown, but allows you to hearth to base.
This would allow a burst of healing, but only in controller conditions.
I do think it a well is added in the hall of storms, it would need to have a longer CD than normal, at minimum. Maybe 2x?