At first, I was really excited about the new revive mechanic being added to Arena, and all of the new augments, but with their current implementation, it has made for some of the most unfun gameplay available in League.

There are three main things I think currently wrong with Arena on PBE, and they’re all pretty interconnected. That being said, I’ll address each one one by one.

First: The Revive Mechanic

If you haven’t played PBE Arena or seen any gameplay, the way the mechanic works is thus: when your teammate dies, a circle appears where they died. After a short delay, standing on that circle will begin the revive process. After a few seconds of continuously standing in the circle, your teammate will revive with reduced health.

There are a few issues with this implementation.

First and foremost, there is no way to interrupt the revive, outside of pushing or pulling the alive teammate away from the circle, or killing them. So, if you decide to play two champions who don’t have a way of CC’ing the alive teammate off of the decently sized circle, or their teammate died against a wall, or etc., the revive is almost guaranteed to go off. Especially because:

The second issue of the revive mechanic is that the delay between the teammate dying, and the time in which it takes to actually revive them, are far too short. Even the squishiest of champions with the proper cc, heal, etc. can guarantee to get the revive off once it is available, and the delay before it is available is short enough that they won’t need to live for too long. There is essentially no risk in going for the revive. So after one team blows all of their combos and ultimates, they get punished for killing first, allowing the enemies teammate to come back and very easily flip the match.

But let’s say the other team just has too much damage, you’re too squishy, there’s no way you could get the revive off, even with how easy it is.

This brings us to the next issue of the current Arena:

The Tank Meta

It is incredibly meta right now to take one damage carry and one tank, or even two tanks, so that if your carry dies, the tank can stand on the revive circle with 0 consequences. They can soak up tons of damage without having to fret at all.

Even with the new items introduced to try and combat tanks, it never seems to be enough, and that is largely in part to a few incredibly overpowered augments that can allow tanks to heal a ton, gain a ton of health, revive without the revive mechanic, and etc.

This carries over into the final big issue with Arena’s current implementation:

Passive Damage and Augments

Many of the new augments such as Laser Eyes (shoots a constant laser in the direction you are facing) allow for the aforementioned tanks to not only soak up a ton of damage, but DO plenty of passive, uninteractive damage to their foes.

There are plenty of other augments which provide damage just for existing, for doing the bare minimum, which allows tanks to build as tanky as they want and still do damage. Which sure, tanks should be allowed to do damage without having to sacrifice some of their tankiness, but to this degree?

This is not to mention the amount of augments which gives tanks and squishies alike tons of survivability, revives (with GA still existing in the mode), damage reduction, and other stats which add up to take away from what the mode was meant to be.

Conclusion

Arena is meant to be the fast paced, outplay, nonstop fighting, fun mode. With everything above, it makes for a mode where instead of trying to fight and outplay your opponents, you see who can merely exist and survive the longest. Who can be the tankiest, who can play around the incredibly easy revives, who can heal the most, who can make it so that you don’t have to really play the game, you just have to exist for long enough to see the victory screen at the end. So far in PBE, I have had multiple matches where the tanks literally stop moving to do passive damage and laugh as the hyper carries barely tickle them.

I love this mode. I want to have fun in this mode. I love the changes they made to make enchanters viable, I love the anti-tank items (even though they are currently ineffective against just how tanky and healthy you can get), I really like some of the new augments. But they are all overshined by unfun, afk level strats and a poorly thought out revive mechanic.

I know its just PBE and many of these things are likely to change, but it’s just got me really concerned for the future of this mode.

Thoughts?

  • PapaTahmB
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    1 year ago

    Regarding Tank meta:

    Arena v1 on PBE was also mostly on Tanks until people figured out the other broken stuff on Live, with expection of Heimer and Shaco.

    This is because Tanks and Juggernaults are the least punishing class to play with high MS.
    This has nothing to with strengh, it has to do with ping.

  • 1_BigPapiB
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    1 year ago

    We saw these issues before.

    Tanks are far too strong. I was floundering in low ranks with a mid to poor win rate when I played champs I enjoyed and had fun with… and just said screw it - lemme tryhard the boring tank meta … and cruised to the top rank in short order that way.

    Just gimme a mode where I can have fun AND maybe win a match once in a while. This is not it, and there is no easy solution. Tanks need to be tanks, but the environment and format is highly skewed to their favor.

  • 1_BigPapiB
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    1 year ago

    dang… does this mean they are bringing Arena back a second time this year when it -just- rotated out?

    I was really hoping for something else… like I enjoyed Arena but man cmon Rito…

  • BaniishedB
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    1 year ago

    Eh everyone has a take and you cant listen to them all. I personally think the healing plants ruin the game mode.

  • FernanixB
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    1 year ago

    Revive should be a channel that is interrupted by hard cc imo (like teleport)

  • XWindXB
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    1 year ago

    Honestly there needs to be a revive mechanic of some kind and if you adapt to the revive meta I think you’ll find a sense of nuance that adds a ton of depth to the game. I personally like the revive mechanic as it is. The reason it’s not contestable is because you are supposed to pressure your opponent within the 5s lockout time and there has to be a strong reason why you weren’t able to kill your opponent within the next 10s 1v2.

    • theshortestyaboiOPB
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      1 year ago

      As mentioned in another comment, the alternative to playing around this current revive mechanic would mean holding onto your ultimate and high impact/high CD spells and pussyfooting around instead of actually fighting. You can call that nuance if you want, but to me it isn’t very engaging.

      I shouldn’t be punished for properly using my combo and ult, getting an outplay, only for them to come back with their ult and combo after we spent spells/CDs, health, etc. to kill in the first place.

      Not saying there should be no revive at all, but when it’s this easy, it just punishes good play. To me, the revive should be risky and pulling it off should be a clutch play, not a guarantee. Way it is right now, every single match will have at least one revive. At that point, make the matches best of 3s or something.

  • LuxfannaB
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    1 year ago

    Built full tank Mordekaiser, (Heartsteel Titanic Demonic etc.), had 1000ish AP by the end. Hopefully its a bug

  • ApricotAlarming2912B
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    1 year ago

    Boom, Arena back on PBE for 12 hours. People are already complaining about how unfair and stupid it is. Love League community <3

  • Lady_CalistaB
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    1 year ago

    Wow arena having a stale meta because league wasn’t designed for 2v2s in a shitty circle and it disproportionately benefits specific champions? Shocker.

  • DieckeB
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    1 year ago

    I’d say (as probably everyone does) have the revive be contestable, but also make the “Contested” Zone +50% ontop of the Revive Zone.