What if Ohmwrecker could disable base gates?
Like, you can use it on an enemy gate to open it for your team? Ohmwrecker is a sieging tool, so... thoughts?
Like, you can use it on an enemy gate to open it for your team? Ohmwrecker is a sieging tool, so... thoughts?
Most ideas that I come across on boards are just broken and people should feel bad for just for think of them.
This idea however, seems good. +1 OP
OPEN THE GATES!
I can't help but feel like there should actually be an implemented gameplay for opening the gates... maybe when the two adjective towers go down, or that the gates can be destroyed temporarily (as a minor structure objective).
"the gates can be destroyed temporarily (as a minor structure objective)."
I think that would be a great idea, It would definitely change the strategic nature of the game. They should only do it for one patch to try it out and see how everyone likes it
When towers go down, the gates help protect the inhibitors. However if the gate when down when both adjacent inhibitors went down, then that would be cool and wouldn't provide a ton of power anyway (since there's nothing left to defend there). Also this means they will come back up when the inhibitors do.
Would be interesting if the "destroyed" gates just slowed enemies, instead of blocking them.
Thematically this could be that they've lost some of their power, so enemy champions can push through the field, but it does require some effort, hence the slow.
I love the idea. I've never bought ohmwrecker because there are, put simply, much better items for the money/stats. This would allow for surprise backdoor wins which is totally my style.
I've personally used Ohmwrecker a bit on some tank junglers for the specific stats. Ever since Cinderhulk came out tank junglers don't have the option of getting Sunfire Cape because so much of its power budget is in the damage passive, and against AD heavy teams I've been running both Randuin's Omen and Ohmwrecker for their combination of armor and health.
In that specific situation it's not that bad of an item, as Randuin's effects overlap a lot with many of the other armor item's effects and Sunfire Cape is bad when Cinderhulk is being used. The only items with effects that don't overlap with Randuin's passive and active and aren't Sunfire are Ohmwrecker and Thornmail. In a vacuum Thornmail is normally better, but when you have Cinderhulk's % health passive you really kind of want the health, not to mention that the other stats are really good to have (especially CDR, which is really good on a lot of tanks).
It's still not that great of an item, but it's still playable, even if you just want its stats.
I actually think this is a very good idea, adding a small buff to an uncommon item cant hurt.
Inb4 small buff makes it one of the most common items.
I would actually consider buying it as a last item on some melees then considering how often I get screwed because someone walks through their base gate and I don't have a gap closer
if it does disable base gates it should only disable the gate that was within range of the use of the active and only for the period of time that the active disables turrets. now it's debatable as to whether it should be allowed to only allow the ohmwrecker user to pass or the entire team as long as they pass within the 2.5? second window.
either way. its a good idea i think.
I was thinking it could just be one active, the current one when targeting turrets, and disabling base gates for 4-5 seconds when used on them. I don't know about the time though, 1 second per team member was my reasoning there.
And block it for the enemy team, please.
It's an activated ability, not a blue-team priest
I still wouldn't buy it. The actives and stats need to be improved to compete.
I agree. This is a fantastic idea that makes it a much more favorable item.
I think it will need more than that. The active just isn't powerfull enouge. Why not just reset the Warming Up or Heated Up passive from the turrets?
I think it will need more than that. The active just isn't powerfull enouge. Why not just reset the Warming Up or Heated Up passive from the turrets?
it does that already
I believe he resets the Heated Up, but does it reset the Warming Up?
If both than their is always the option to let it disable the REINFORCED ARMOR that grants the turret armor & magic resistance while no minion are nearby. That could be intressting for champions like
&
that already benefit from this.
Awesome AWESOME idea
Take all my upvotes i hope this get implemented
Fantastic idea for a much under-used tool basing off my opinion though. No one uses it in low-elos xD
Very interesting. Ohm is a siege tool already, but the gates are new mechanic that could do with some interactions.
You got my vote.
I like the idea. Thematically it makes sense with the item.
Would make it a bit more useful.
Would make the activatable ability useful even after all the turrets are gone. I like it.
I love
but I have always hated that after most of the turrets where gone, it just about becomes worthless, this would give it some much needed versatility for backdoors and continuing chases when an enemy runs for cover through the gate.
Oh hell yeah, definitely a good change for that. Or have some other siege related item do this.
Would be awesome.
How about if all enemy turrets are taken down, including nexus ones then it gains that ability? Maybe even let it buff your own turret to protect them once you mess up the nexus rush through base gates?
Pretty cool idea, i like it!
I dunooooo
I really like this idea for Ohmwrecker, but I'm not sure if it will help enough to really make it an impact enough to make it usable.
The main problems with Ohmwrecker are that it's bad if you fall behind and you don't need it if you are ahead. If you are behind, you cannot afford to use the item because you cannot afford to try and either siege or dive turrets, as you have to defend turrets. If you are ahead, chances are you are tanky enough to actually tank the turret while turret diving, and if you are sieging you can zone the enemy team off of their turrets just by threatening an engage.
This change only affects the latter problem. Disabling base gates is really cool because any kind of comp that would want a tank to get this item can really take advantage of it. Dive-oriented comps can use this item to get into other positions to dive the inhibitor turrets or use it to escape after diving the inhibitor turrets, while siege-oriented comps can use it to poke the enemy team at different angles that they wouldn't normally be prepared to deal with.
However, this still doesn't help if your team falls behind. If your team falls behind, your team needs to try and defend your turrets until your team can stabilize and pull back into the game, and this item doesn't help you do that, and this change doesn't address that.
That's actually a pretty cool idea and incentivizes a later use/purchase of Ohm. Right now I tend to feel conflicted; on the roles I would build it, its not enough to be a First Buy, but I want to get it early enough that its useful - each tower that goes down before I buy it, makes me feel like I'm not getting enough use out of it. But this would let it be useful throughout. Cool idea.
What if ohmwrecker was actually slot efficient without its active?
Then it would be OP as fk?
There are lots of items that are better than efficient without factoring in actives.
Many of them also have incredible actives.
BotRK comes to mind.
There is a frozen joke about opening the gates to be made here... but I got nothing :/
I love Ohmwrecker on my Mordekaiser. It is always the 2nd or 3rd item I buy and it works wonders.
Only fabbyy can open the gates.
Let ohmwrecker create towers like Azir. :^)
I think it's rather situational, and that's the only reason people don't actually buy Ohmwrecker a lot. I mean, think about it, if you knew you were going to get stuck behind something that will potentially screw you over, wouldn't you just try to not get in that situation in the first place?
Then again, I like Ohmwrecker, so +1 :D
+1 Riot please :D
This won't get Ohmwrecker popular as a support item.
It's just another super Niche effect. Powerful, but not enough to warrant picking it up unless you are specifically countering/enabling a strategy. Sort of like how thornmail only get's picked up to counter fed ADCs or Righteous Glory to counter disengage comps.
What would happen if you're inside the gate when it closes?
Would be cool -- might be difficult for Riot technically considering how long it took them just to get a champion to be able to walk through them normally.
But really, it's not any different than throwing an Anivia wall across the gate... so maybe I'm over thinking it.
To the post above me, if you use the Anivia wall analogy you simply get pushed out of that area depending on your current location.
And because they are base gates,they should make it only put Ohmwrecker on half CD