Applying Brawler Changes to Vanilla Summoner's Rift

sortitus·8/3/2015, 11:13:29 PM·1 votes·695 views

I think BMB brought some good changes that could make SR more interesting if changed slightly. Some of the changes wouldn't translate so well IMO, but there's a good chunk of content it would be a shame to lose. Obviously, this is all just in my opinion

The Brawlers:

I think we could do with minions and monsters scaling better than they currently do. The Brawlers took this a bit too far, making farming a more dangerous chore than it should be. That said, Razorfins and Plundercrabs in particular were good deterrents to fighting in minion waves at all stages of the game. If the danger of fighting in minions could be kept to some extent while toning down the threat level of merely walking near minions, that sounds ideal.

The upgrading and minion comp minigame is just a way for your team to create an unwinnable game, and you might not even know until 30 minutes when the enemy minions start pushing no matter how big your wave is. The snowballing on any well thought out and coordinated upgrade scheme can be insane.

It's a little funny that the PvE in the jungle is much easier than in lanes with this mode. Not the good kind of funny, unfortunately.

The Meh/Bad Items:

Dead Man's Plate: An interesting concept, but I see this as posing a similar problem to Leviathan, if on a smaller scale. It makes tanks harder to hit as long as they don't get by CC, and gives movement speed for moving. It's not ARAM Mark/Dash level, but it's as close to a free engage as SR has gotten. I think just making the speed build up with AAs and spell hits rather than movement would make it an interesting reverse Shiv/Echo equivalent for tanks.

Martyr's Gambit: Extremely niche item for super-tanks against dive-heavy teams or when your team has a fed assassin. Maybe changing the active to a passive that activates when your bound ally takes >10% of their HP in damage while you're in range would be more useful (like a defensive Zeke's Herald). This and/or redirecting a portion of the CC to the tank could help.

Flesheater: A cheap, penalty-free snowball item that rewards top lane AD champions for split pushing for 20 minutes is exactly what this game didn't need. Give it some variation of the old Bloodthirster passives and it's fine (30-60 stacks max, half or all lost on death). Then let ranged champions build it.

Teleport: Increase the cooldown to 480 seconds. This would make TP+Distortion a closer equivalent to TP+TP, but with slightly different uses (choose between slightly more TPs or the speed boost for your mobility spells).

Puppeteer: Hard for tanks to use, and not great stats for anyone but supports. Seems a bit like the passive/active and the stats were thrown together randomly.

The Okay/Good Items:

Murksphere etc.: This and the items it builds into would make a great alternative for supports who aren't tanky or AP and don't do well with coin. The shield cooldown is a bit too short, maybe 30 seconds with twice the gold per damage would keep the balance between trading potential and gold generation less crazy.

Typhoon Claws: Only useful for champions with attack stacking or on-hit kits, but probably would find a good place with minor number tweaks. Feels a bit like a cheaper Trinity Force for champions who don't want the Sheen.

Trickster's Glass: This is a great item for AP champions with poor scaling. Probably even better than Liandry's Torment in many cases due to the low cost and higher HP. The active can be useful in escaping or avoiding damage as well as engaging, as you can blink to and pretend to be a tank.

Staff of Flowing Water: Makes roaming a lot easier for supports, but is most useful early, like Boots of Mobility.

Lost Chapter etc.: Losing Morellonomicon's passive is a shame, but I can get behind a 20% CDR item giving 100 AP at 3000 gold. The passives are all good too. Like most other Brawler items, the prices probably need some more balancing if they go to vanilla.

Mirage Blade: A much-needed escape tool for ADCs, plus almost every stat an ADC needs. A top-tier damage item with such a strong passive shouldn't be this cheap, but it's otherwise an interesting way to round out AD items.

2 Comments

Erockandroll8/3/2015, 11:29:23 PM1 votes

That might be more Micro management than what riot really wants. If we added the Brawler minions to the regular game mode, it would just be another burden of Knowledge on the players.

Also, while the Brawlers are interesting, they are not exciting. And that is partially due to the fact that they are still minion strength. So the only people who like the Brawlers are the strategists who like looking closer at numbers and figuring out what's op. (and this does include myself)

In contrast, a more exciting minion would be an Uber minion that only occasionally appears, like the Poro king. Those provide more more defined periods of power, that don't really snowball as hard as having minions that upgrade.