@Riot Balance Solutions for Plants (Open for new/other Ideas too!)
As you may have noticed from the feedback, the plants are not liked by the community. So lets have a discussion to change that, or better, improve it so it is liked!!!
First of, this is NOT a rant. I personly dont like the plants, but they may have some potential. DONT REMOVE SMITE CAMP BUFFS!!!!, change them a little, ok. BUT DONT REMOVE THEM! (everything giving Hp back is like removing it).
This will be a very long post, with a short TL;DR at the beginning, so you dont need to scroll to the bottom for the most important stuff. Lets start:
Short TL;DR
- dont remove Camp Smite Buffs, small changes ok
- Plants grow better/stronger over time(~1min)
- can be "rescued" by enemy team(in those 30sec withered), so respawn(~3min) cut in half
- HealPlant: 1. debuff if eaten for a couple of sec(10-20 minimun) (debuff: Healreduction/ Regenreduction/ Dmgreduction vs champs) 2. Heal- /Mana Values 3. Grows bigger(more fruit/better fruit) over time 4. Should have long/very long respawn time!
- BombPlant: 1. Dmg vs champs 2. Has a delay if attacked by ranged(0.5-1s), cant be "activated" by hurrican bolts 3. small Slow vs user, and a little speedbuff for the enemy(if knocked away, not enough to catch up) 4. grows bigger over time(more dmg& Knockbackdistance)
- VisionPlant: 1. remove it, to broken for corrdinated teams.** OR** 2. grows bigger over time. If small half visionradius/lenght and no wards shown. If Big, like it is right now. 3. can be completly countered/removed by sweeping lens, shortend(atleast halfed) by pink, oracles and raptor buff 4. location is very important on this one
Quick reminder:
- spawn start: ~ 1 - 2:30min
- respawn: 3min for BombPlants, rest should be the same but is unknown
- can be seen 30 sec before spawn
- 1 spawn per typ?/rotation?, 2 max availbe per time per QUADRANT
- closer to lanes at~15(25 for BombPlants)
- leave a "withered" plant behind, up to 30 sec after use (like wards)
"Official" spawnlocations: http://i.imgur.com/EhgvgIu.jpg My coloured version: http://i.imgur.com/caHnVTJ.jpg (my assumtions about the plant locations)
END of the "short" TL;DR:
DONT REMOVE CAMP SMITE BUFFS!!! Just dont do it! It removes alot of strategic depth, you only have 2 charges, mid/late game targets: raptors, gromp, wolf, vs champions and epic monster smite 6 possible targets to smite! with your "hp back" changes, which are close to useless mid/late game(same with red and blue smite benefits) those get down to: epic monster, vs champions..... 2 total, and the vision jungle item down to only 1 xD... SO DONT DO IT!!!
Extra: if you smite scuttle, duration of the zone is x1.5/x2 krug buff: if you hit a monster with an ability, it gets revealed for 2-3 sec.
Changes to the Plants
Explaination(can be skipped):
Those Plants give way to much power, with no counter/risk to them, and they give those to fast! Delaying their fullpower is a better stratigic choice!(or even makes it a stratigic choice in the first place) And these effects are extremly strong. But Why? On paper they are not that strong!
The problem is WHO is going to get them in most cases? Lane and Jungle Bullies!
- Give them extra heal/mana is pretty bad! Or the ability to negate bad trades/decisions. Some are even balanced around their manacosts!
- Give them big arial ward spotting/clearing and the team on the defensiv can forget about warding. Possibly 4- 6 Plants up to 8 Plants can be used for wardclearing!!!!
- Even the bomb can be used for towerdives or gapclosing, FULL TEAM Towerdives/gapclosers.
And what does the team get which is slighty behind/outpressured?
- Possible escapes via BombPlant, but you can screw this up. And they are very likely to be cleared when the enemy wards/goes for deep vision
- Possible easier steals, because of the Vision form the VisionPlant.
So... I personly dont think, that this will make the game heathlier. And roaming sups/invading junglers can destroy the Vision- and BombPlants easily...
**There are some serious changes NESSECARY to make it somewhat balanced and a "stratigic" decision! **
Changes
- Respawn time of 3 mins seems ok, but could be increased, specialy for the Heal- and the VisionPlant!
- The Plants can be "rescued" by the enemy team, if they go to the used Plant withhin the 30sec "wither" timer! This halfs the respawn time and respawns the plant at this location. ** The Healplant cant be rescued!**
- Locations of the VisionPlant moved a bit deeper in the Jungle, so adcs cant activate them over walls with a firecannon
Reason: if a roaming sup or jungle destroys them, the other team can rescue their plants, but only if they check them in this time, but the enemy still has a time window where there is no plant. Possibly the respawned plant may be grown up instantly, but this is totaly optional.
Healplant(aka. Honeyfruit):
Jung:
- give a healing-/regen-/dmg vs champ reduced Debuff for a couple of secounds, 10-20s MINIMUM! (does not affect the healing from this plant)
- Heal and Mana values are obiviously always up for balance, but flat + %missing sounds good.
- Respawn should be the highest (4-5min), but can stay at 3min for consistency if wanted
Grown up:
- grow time can be between 30s- 2min, I like 1min the most.
- x1.5 Heal/Mana Value (ether more per fruit or more fruits total) (can be x2 too, but i dont like it)
- No debuffs (exept for the slow) (fruits get eatable :P)
BombPlant(aka. Blast Cones):
Jung:
- does Dmg vs champs, No for free escapes/engages!!!
- If triggered by a ranged AA, the plant should explode after a short delay 0.5 - 1sec. Because ranged Guys can knock melees, who run away, INTO them, which is not nice. And the plant should not be triggered by hurrican bolts.
- a short slow vs user and a short movement buff for the enemy, IF they got knocked back. Should be around 40% slow for 0.5 sec and 30% increase for 0.5 sec.
Grown up:
- More dmg and bigger knockback distance (bigger booom)
- possibly no dmg vs user but this does not make much sense :/
- possibly no slow for user and no buff for enemy
VisionPlant(aka. Scrying Blooms):
- reveal duration is halved by a oracles & pink ward & raptor buff
- completly removed on target by a sweeping lens
Jung:
- half the range(~2000-2500)
- no ward detection/reveal
Grown up:
- 4000 range
- reveals wards
I still dont like this plant because it counteres everything you do to deny the enemy vision... they just hit this plant and get a free, ward detecting hawkshot... which can be used against a losing team to futher destroy any vision... I see some serious balance issues with this plant! My version is atleast x4 times better balanced then the test version...
Extra Plant (suggested by Doomyous)
ShieldPlant(favors tanks) Jung:
- gives 10% Mr&Ar for 2 min
- locations: Baron&drake pit, or near red river ramp and at blue 4way cross
Grown up:
- gives a 15%bonusHp shield for 2 min
Those are possible (and some even needed) changes towards the plants to make them somewhat balanced... I still am not a fan of the plants! But it might be worth a try. BUT DONT REMOVE SMITE BUFFS!!! I dont even care about the little bit of RNG added, but the plants are in their current version way to strong/abuseable!
If you have other suggestion/ideas comment them! We can discuss, maybe finetune, them and included them here! I will do a changelog for them, too. So why are you still reading this? Give me your ideas! Now! (but pls think a little bit about balance beforehand xD)
Edit: Sandboxmode light aka. "Practice Tool" YEAAH!!!
Changelog:
- ShieldPlant, gives +10% ar/mr, + 15%bonusHp shield if grown up
- added locations of ShieldPlant
- some Plant spawnpoint moved a bit deeper in the jungle (All suggested by Doomyous)