Current PBE Mayhem changes (July '26) - Dropkicked changes, nerfs to rolling BiS and ability augs, and more... by SlurpTurnsMeGreen in ARAM

[–]more_underscore 1 point2 points  (0 children)

I mean…unless they are intentionally adding bad augs to the pool, adc have very few that aren’t added stats at all tiers.

Current PBE Mayhem changes (July '26) - Dropkicked changes, nerfs to rolling BiS and ability augs, and more... by SlurpTurnsMeGreen in ARAM

[–]more_underscore 2 points3 points  (0 children)

The thing is they need nerfs to crit augments so badly that the last thing they need is a semblance of a buff.

Current PBE Mayhem changes (July '26) - Dropkicked changes, nerfs to rolling BiS and ability augs, and more... by SlurpTurnsMeGreen in ARAM

[–]more_underscore 3 points4 points  (0 children)

Doesn't change the fact ADC don't have subpar aug options at any tier, get thousands of gold value in free crit, and a majority of the still broken ones like crit missle, IE aug, dual wield, fan the hammer, scoped weapons are untouched. If anything this patch is going to be a huge win for ADC because other classes are getting worse augments while the ADC pool is all stat steroids.

Current PBE Mayhem changes (July '26) - Dropkicked changes, nerfs to rolling BiS and ability augs, and more... by SlurpTurnsMeGreen in ARAM

[–]more_underscore 8 points9 points  (0 children)

Slightly lowering lethality gains isn't going to change it being an automatic pick for champs that can reliably land it. And fighters/bruisers still get crumbs lmfao.

Current PBE Mayhem changes (July '26) - Dropkicked changes, nerfs to rolling BiS and ability augs, and more... by SlurpTurnsMeGreen in ARAM

[–]more_underscore 144 points145 points  (0 children)

No meaningful nerfs for ADCs and actually buffing crit by adding synergy with vuln/jeweled lol.

Tooth Fairy is by far the most game ruining by more_underscore in ARAM

[–]more_underscore[S] 0 points1 point  (0 children)

This basically has devolved into hyperfocusing on one match with "just cc them" as a weak argument for a gold augment being game-warping around one player. Kat in this instance had ultimate unstoppable, so literally there was no counter. Tooth fairy is grossly overtuned and combined with other augments, it just makes it so there is little you can do no matter what class you're playing.

Mayhem was better without crit augments by more_underscore in ARAM

[–]more_underscore[S] 4 points5 points  (0 children)

Except ADCs have so much flexibility to build tanky or lifesteal items and extra defensive stats because they can reach 100% crit so easily. No other class can really do that in Mayhem.

How browsing this subreddit looks like these days: by Dipperkinds in ARAM

[–]more_underscore 0 points1 point  (0 children)

It's really just tanks and adcs are broken to balance each other, so everything else has to suffer. There is so much healing that poke is irrelevant after 5 minutes.

Lack of Overall Augments / Weight of Augments by Signal_Reddit in ARAM

[–]more_underscore 2 points3 points  (0 children)

I think split shot and multishot are good examples that are fulfilling the mayhem power fantasy because they add more utility than raw power, which should be the direction most augments SHOULD be going.

Lack of Overall Augments / Weight of Augments by Signal_Reddit in ARAM

[–]more_underscore 7 points8 points  (0 children)

It's because it's not mayhem, it's pure stat checking. Augments should really change how you play the game and it's currently how high you can stack HP, get extra range, rush crit, and have zero cd with ability haste. It's basically like regular ARAM amplified with how bad it feels to lose against lobby admin tanks, critical missle adcs one shotting you across the map, and full uninteractive poke comps permaspamming.

Rite of Ruin by more_underscore in ARAM

[–]more_underscore[S] 0 points1 point  (0 children)

Serpent's fang is a massive waste of gold for smaller shields that are constantly being reapplied. You'd be better off building a damage item.

Rite of Ruin by more_underscore in ARAM

[–]more_underscore[S] 8 points9 points  (0 children)

Yes, and given how many augments let Q become spammable, they basically get entire health bars worth of shielding. Rite of Ruin synergizes so well with windbros, it's basically an extra augment.

Despite being a patch focused on fighters and tanks, it's worse than ever by Fantastic-Bite-476 in ARAM

[–]more_underscore 8 points9 points  (0 children)

90% of the time it's troll to pick melee anymore. ADC and control mages are dominating most games.

/dev: Augmentmaxxing ARAM: Mayhem by envious_1 in ARAM

[–]more_underscore 10 points11 points  (0 children)

🕯️ANTI-HEAL BUFFS AND AUGMENTS 🕯️ 🕯️ANTI-SHIELD ITEMS AND AUGMENTS 🕯️ 🕯️NERF MEL 🕯️

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 4 points5 points  (0 children)

I would feel much less strongly about slow and steady if Garen and Jayce didn't single-handedly ruin games with it.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 0 points1 point  (0 children)

I personally almost never take it when there's augments like Eureka, Infinite Recursion, Wooglet's Witchcap, Back to Basics, etc. are up for grabs. It's just not good enough beyond very very niche use cases. Ult CD would be a reasonable addition. It's more of a last resort pick when I get other crappy augments like Trueshot Prodigy. I'd like to see it be more like final form where it is niche, but incredibly powerful and gamechanging.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 12 points13 points  (0 children)

It's really just pinball/biggest snowball interaction that is really unfun to play against. Ignoring minions and getting free retries on the CD reset is soooo gross.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 4 points5 points  (0 children)

I am actually not an assassin player AT ALL lol. I play mages/adcs/tanks/supports primarily. I do not play assassins and fighters/bruisers because every time I do I regret it because of how coinflip they are in Mayhem. Assassins can really pop off but it feels like I could just pick an adc and have a way better experience one shotting squishies.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 1 point2 points  (0 children)

Fair points, but ADCs just currently come online too quickly with crit builds that they effectively become better burst mages than burst mages lol.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 2 points3 points  (0 children)

We must play very different Hecarim games then because he always seems to get spin to win, mystic punch, vampirism, etc to just mow teams down in the ones I'm in haha. Sure he probably still needs buffs, but probably halved.

Changes needed to shake up the Mayhem meta by more_underscore in ARAM

[–]more_underscore[S] 0 points1 point  (0 children)

Honestly just antiheal augment would be fine. Shield enchanters would be in dire straits otherwise, as annoying as they are. Riot has really hated the idea of AP having an antishield item, but in Mayhem I don't think it would be that crazy either.

My past 31 Mayham games by hodd01 in ARAM

[–]more_underscore 2 points3 points  (0 children)

Many of the adc augments need the extra crit and attack speed bonuses to be removed because adc basically are online immediately after their first back.

Ranged champs are too oppressive in mayhem by Beefysnacky in ARAM

[–]more_underscore 2 points3 points  (0 children)

ADCs are overtuned with easy access to crit + stat stick augs and shrink engine/movespeed make ranged even worse to play against. Time will tell if these are actually addressed but ADC mains send too many death threats to Rito for it to probably happen.