Suggestions for Rammus E's secondary effect?
Now, if any of you have went up against a Rammus before, you know pretty much everything about his kit. He gets to:
- Roll around really fast (Q)
- Gain tons of resistances for 6s (W)
- Taunt a guy for 1.25-2.25s (E)
- Deal damage around him for 8s (R)
What most of you probably don't know is that Rammus' E has an extra effect: Reduce the target's armor by 5/10/15/20/25. It's actually the reason why the name of the ability is Puncturing Taunt, and not just Taunt.
Contextually, this might make sense. Taunting someone "into a reckless assault against Rammus" would make them forget about defending themselves, thus lowering their armor.
However, gameplay-wise, this thematic doesn't synergize all too well with Rammus, and not so well with anybody that's not a bursty AD (it only lasts 1.25s-2.25s!). So I'm asking you, the community, if you have any suggestions for Rammus E's secondary effect!
Some ideas I've had:
- Make the armor reduction last longer, maybe 3/3.5/4/4.5/5s? This way, Rammus himself can actually use the effect to his own benefit.
- Change it to "Increases damage taken by the target by 5/7/9/11/13%". This way, the window of opportunity to focus the weakened target is not limited to only AD champions.
- Add another effect: "If the target is a monster, increase damage taken by XX%". Many of the buffs Rammus received over time has been to "Help the little guy out with his clears". This could be another one of those buffs.
- Remove the secondary effect altogether, and allocate the power to somewhere else in his kit.