Azmodan creates a very unfun play pattern of having either A) a teammate who only throws globes from a safe distance or B) Being hit by giant aoes from a short distance that are nearly impossible to dodge without blinks or in-vulnerabilities. These globes scale incredibly well and very very fast. I often have the max stacks before I even have the talent for it.
Junk rat:
His mines and traps have no counter play for the majority of heroes. The exception is someone with summons who cna summon their npcs on to the immobilization traps. The main lane you fight in is too small for objects you can not counter. You can either get an additional trap or make the explosive mine have a ridiculous short cool down as well creating further issues as the game goes on. Aram is already incredibly unfriendly towards melee dps and tanks as is.
Junk rats ultimates are far too powerful for the format. The rip-tire can be killed but hitting a mere two people with it will lower its cooldown significantly, anymore then that and it will become spammable with the storm talent. His basic Q ability allows him to impact the fight too effectively, too often, from too far away. His other ultimate without blinks/mobility or moving floors will basically kill one person and quickly return him to the fight while also denying a kill for the enemy team.
Both of these heroes create incredibly unfun REPETITIVE play patterns.
I’m surprised we don’t hear complaints about Zagara and Naz in ARAM more often. In a recent ARAM game, my team had two Zag’s, and we demolished the enemy in around 11 minutes.
If players had their wish and Azmodan and Junkrat were removed, they would only start complaining about other heroes like Zag or Naz. So many heroes can feel too strong on a one lane map. I almost always stomp with Deathwing in ARAM due to the confined space, that usually works to the advantage of his kit.
I’ve also had some truly frustrating games vs skilled KTZ players, but then, it’s far easier to be effective on Azmodan for the average player than it is to be with KTZ.
There was another reason why Chromie was removed from the original ARAM, it is because she had a talent that would let her fire Sand Blast from halfway across the map and it would reset to 0,75s cooldown if it hit a hero, plus it would pierce heroes baseline at level 1.
To add insult to injury, each hit would perpetually increase her Q damage by 5 with no limits. You can calculate how much damage it would do in late game after hitting several hundred times with the cooldown reset.
That was not fun to play against, it just isn’t fun to play against a hero who has 36 kills while everyone else on their team has 0 or 1.
This was also a time when Dragon’s Breath was a gigantic single nuke quest. Not three consecutive hits like today. You could kill another assassin with a center hit in mid-late game in a single blow if they had under 70% HP.
She got completely reworked and is just fine now in ARAM (except for the sand vortex, but that one has been removed too).
Problem is those heroes are strong on maps where melee/tanks are confined to a narrow space with little area to move on. And when you on top got Junk throwing traps and Chromie that narrow it down even further with sand ult then where are people supposed to walk without getting trapped and hit by long range herors.
Its like trying to walk in 50cm wet mud while someone shoots you with a pinball gun.
There will always be heroes that have advantages in certain situations, you should either rise to the occasion and learn to outplay them or quit, but please stop trying to wish away the obstacles you don’t have the capacity to overcome.
I cannot state how much I hate baseline Glacial Spike without getting banned from these forums. Literally makes the character a one-dimensional cake walk.