@riot, first tower gold is bad game design. heres another solution
many times i would like to duo with my friend and we would go very weak early but strong lategame things botlane like warwick wukong. or nasus adc + darius support. you get the idea. wither a juicy target then darius dunk+slam action
when running these strats. it would be normal for us to have 1 guy recall to sustain, have other guy soak EXP and get whatever cs he can but the tower takes alot of damage. and by the time were level 10 or so our tower dies for free but thats ok. because we hold at the 2nd tower and then by the time were lvl12 we just smoke our enemies
a big problem with tower firstblood is that it gives enemies such a huge lead just for killing the first tower. so it makes it so much worse to pick weak-early but stronger-late teamcomps
but heres my primary reason to why first tower gold is bad game design.
i think its bad design to add something in that purely just "benefits" the winning team and makes them win harder
now first blood is almost the same thing. i agree. however i guess thats an "okay amount" of "win harder" elements. but i feel first tower gold is just a little too much
so riot. heres my solution
you wanted to simply get rid of lane swaps in competitive. because its boring (i agree)
well heres my solution riot. a little crazy, but simple and effective
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remove first tower bonus gold
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make toplane towers have insane HP regen before 7 minutes. basically so much regen nothing damages it but minions can still attack it
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to make it look cool, you could even add in a cool looking golden shield surrounding toplane towers or something. or whatever. but pretty much my solution is just make top towers immune to damage before 7 minutes and bang bang you solve the problem of lane swaps without adding in "win more" gold into the game that just makes the winning team win harder