True the more champions there are the more outclassing there is. I like to use syndra as example.. she literaly hard outclasses velkoz, veigar
Comunity has generaly wrong view on towers
Towers arent supposed to be bad matchup netraulizers, minions are supposed to be that. Minions were that until season 3 and damage nerfs
Now minions were never to interesting bad matchup neutralizers (anyone remembers champions farming next to eachother.. yeah)
but that is because minions are way to boring and should have had a rework, preferebly the one which gives support ability to interact with allied minions for unique effects, because supports are the least fun and popular role... this is a good way to bridge a gap
Everyone wants tower damage to increase. That is absurd. Tower damage should be decrease if anything. Pushing towers is also boring as fk. Map needs to open up for melee champions
Reggardless I would like to remind everyone that towers did get** more damage like 6 months ago**, diving was easier back then due to stopwatch and resset mastery giving more...
1VS1 dives in league are bassicly impossible. Well of course if enemy has less then 15% hp he wont stay under tower but ask yourself how likely are you to dive someone with like ** 40% hp............ Bassicly never** or go ahead do it it ll backfire in vast majority of cases
Sure new Akali, Elise which bassicly never 1vs1 dives anyway and few others drop the aggro champions can somewhat dive yes there are few exceptions
But even as a high elo Yasuo main who has the whole R out of tower mechanic.. Trust me diving with yasuo is extremly fking difficult.
2vs1 dives in league should be harder I suggest Tower constantly swapping aggro and ramping damage that way (it shouldnt have 1vs1 dive ramp)
Now of course dives should be easier the later the game is...
**Riot should just do the obvious good stuff
**
- Being dead is boring? YES
- Introduce a minion and champion movementspeed boost on ACE, now you can reduce death timer
- Walking to lane is boring? Introduce fking currier mechanics.. fits the minion rework I recently talked about.. (Those who didnt CS for a while, could send out currier, of course support by that logic would never have to wait)
Currier is another reason to reduce Death timers. BUT THATS DOTA2, PERHAPS there is a contract where Riot cant do that
I suggest A GAME Strife.. the currier mechanic there is amazing
- Homeguards created retarded curve on deathtimers?
- Homeguard effect is removed if someone takes 1 nexus tower (remove the dumb curve reduce the deathtimers)
OH AND SUDDENDLY there is a reason to take 1 nexus tower for splitpusher while prior to that that was trolling/inting/unskilled shit move
- Smites are unhealthy for a game yet none aknowledges it. Well Yeah a single smite on camp decides whoever wins in invade 10/10 times, champion kits dont even matter, used to be the case just with redbuff but yeah... now smiting anything heals. Its so fking coinflipy, early invades can ruin /win entire games.
I dont even wanna talk about Baron, Elder steals the power 1 fking click has on a game outcome...
Autoattacking 4 times or / fiddledraining Ultimate boss monster objective should buff a smite by 600 to change the whole 50/50% BULLSHIT. Obviously baron/elder impact would be nerfed along with that which is also good for a game.
- Teleport needs to be removed. I have fantastic replacements. TP is at cringe state now (kinda like revive) atleast thats where its heading
There is an easy fix (well easy in my mind)
**Dont worry would ADD Another 3 replacements to the game **
ADDED 1
Create a portal which would open up at certain minute and multiple times per game. (Portal at the top left and bottom right edge of map)
1 person can take a portal. So bassicly toplaner would still get to impact botlane, support or ADC would be able to gank toplane
Portal is not instant, can be interrupted, first you have to walk hearth shaped thingy then autoattack something in a middle (should take less then 3 seconds)
ADDED 2
A 1 time use rune (or perhaps 2 times doesnt matter) which can only be used on** only towers** (so that toplaners can still get to toplane and protect it)
we could balance it by you can only TP at certain minute, if you die teleport goes on x second cooldown (Atm if you solo an enemy if he tps he is ahead..)
ADDED 3
A cheapish juggernaut item, which teleports to wards. 2.5 second channel (channel can be low since its an item.. and past earlygame)
How is Tp removal a positive thing?
No more broken teleports due to deep wards. use portal which puts you at a middle of bot/top lane at medium channel time
No more turtling bad players in solo lanes, Yes Riot already did that by gutting TP and making it cringe.. it has been cringe summoner for a while tho)
Fine you can have Ocasional tp on tower via runes but you have to sacrifice the rune Can only TP at certain minute + Cant tp right after you revived
** The flanking aspect of TP in mid/lategame is preserved via bruisery/tanky item which ports on wards, so if darius wants to flank via tp.. buy an item
** The portal reduces midlane popularity (good thing) since there are more centers on map due to portal (I main mid because its in the center)
I would like to add deep ward teleporting wasnt a problem in a past... but obviously its beneficial to have cheap wards and for trinkets to exist ETC There is a reason Riot had to increase TP channel to 4 seconds and make it FHJSIDFGASJVKASGHF cringy
Champion select can be faster. the game doesnt have to start at 2nd minute (yes buff shaco, nid whoever would be effected)
Crit got reworked 2 times recently and its still RNG BASED. Pukes
Why cant it be every 4th auto starting with first/second/third/forth crits depending on item/item combination. Crit dmg reduced since you know when you crit
Lastly minionblock should become an actual mechanic with minion rework rather then random wierd nuisance
Thats in short how I would improve league. Rest are individual issues like Duskblade, hexdrinker, voidstaff, everyone builds the same, champion issues