Idea/Suggestion to fix towers/early game

HeeroTX·7/19/2018, 6:14:04 PM·1 votes·557 views

Explanation below, here's the short of it for lazy people: Give Tier 1 Towers a "pulse" 1 second after minions get in range of the tower. Pulse kills all minions within AoE. Pulse is only active if an allied champion is also in range.

Problem 1: Game snowballs too easily and early game champions are too dominant Problem 2: Without problem 1, game is "boring" in the early phase and late game champions are too dominant

Towers have been nerf'ed in order to encourage more aggression and more specifically, to shorten game length. The problem this creates is if Towers are too weak (like now) then late game champions have a much too high degree of difficulty "playing safely" in order to scale properly. But if Towers are stronger, then players with good macro can farm safely and early game players have few (if any) windows of opportunity and the game bogs down too much. In order to "help" early game champions without "destroying" late game champions, we improve the defense capability of the early Tower but at the "cost" of lost farm.

By doing this, we force the late game player to make a choice of putting themselves at risk to maintain farm, or losing farm to keep from feeding. The early game champion still has a clear early game window where they can use and even grow their advantage unless the other player is markedly better. And the late game champion has a clear path to "manage" their weakpoint. Winning lanes can also still be pushed as normal, since Towers are unaffected if no allied champs are near (dead or split push).

Early game champions should definitely have the ability to punish mistakes and outplay late game enemies in a 1v1. But "Playing safely under the Tower" should not be viewed as either a mistake OR a true 1v1.

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