What if Ohmwrecker interacted with various structures, not just towers?

5000000000000000··114 votes·5,086 views

Instead of just turrets?

Turrets can be disabled for a short time, with little to no change. Inhibitors can temporarily take increased damage, or it can just be a nuke that scales with defensive stat. Or a DoT that does damage so long as the inhibitor remain in combat. Nexus should probably not have any interactions with the item. Optionally, maybe the base gates can be temporarily be opened to both teams upon the use of Ohmwrecker.

The idea is that Ohmwrecker will become the way to break into the enemy base when they are turtling.

55 Comments

Spoofghoul30 votes

Oh that is genius opening the base gates very good idea

Not sure about the extra damage to inhib, perhpaps you can zap it and disable it so your next wave spawns a super minion

or use it on your own turrets to increase their damage for a short time based on the users defensive stats like bonus health or armor or something like that maybe even ground enemies hit for a second

maybe it could interact with player made structures as well, like the zzrot portal, so you can boost an allied portal to spawn a super voidling which is huge and doesn't decay

Or zap an allied or enemy wall charging it to make anyone who dashes past it get zapped take damage and get grounded

50000000000000005 votes

A lot of good ideas! I didn't even think about Zz'Rot portal, when that's my favorite item in the game. Well, was before it got its well deserved nerf. And buffing up allied structures seem like an interesting idea too. I feel like that would help turtling, though.

Mig891 votes

Reading this the first thing i thought about was using it on an inhib and spawning a couple super minion waves. Another Idea i like is maybe 50% increase to turret attacks speed for 5 seconds or so. I dont think thatd make the item broken but it would make a noticable impact early to mid game. If youre getting dove and all of a sudden you double the attack speed of a turret, it would cause the enemy to either back off or take that calculated risk. I would propose it changes the turret color for the duration so the power is very clear.

Fondling Gems1 votes

I don't think it should be spawning super minions. We all know how scary a super minion can be to certain champs at lv 18 right? Ever see a Maokai try and kill one of those? Now put a super minion in a lane at 15 minutes, towers are going down and there isn't much msot champs can do to that.

Even worse would be rushing 5, sure we can't fight you, but you can't fight our minions so what is the issue?

Mig891 votes

agreed. i was brainstorming and that was a bad idea.

Sagan Forever1 votes

Lol remember the games with 5 members taking the minion upgrade summoner spell to cheese kill towers. Was terrible at the time and funny now...

ViciousSummoner1 votes

RIP Fortify

Sadly Rito would never do such a thing. They've said during S4 that they don't like long games and have aimed at making it so that games don't last as long.

58697132DEL11 votes

I like the thought of buffing your yuttets. It would make Ohm the go to buy for when im falling behind and have to hug turret. Like "Oh you diving me? K my turrets do 200% damage next 3 shots" (numbers not balanced) or cast it on your inhib and you spawn a super minion the next wave! It would be the item that can stabilize, something thats hard in league imho right now.

l Dárius l10 votes

Yeah lets disable nexus

Spoofghoul7 votes

puts nexus in stasis for 1 hour

crap we can't finish now

50000000000000009 votes

Still shorter than Morgana binding

Fallen Artemis1 votes

Still a better love story than Twilight

The Real Mugatu7 votes

I think the opening the base gates idea is GENIUS! Not sure about interactions with inhibitors as they are already pretty easy to kill if you have people auto attacking them and we all know how strong super minions are.

Would really give the item a niche (are you trying to dive them in their base). In it's current state nobody builds it but it could be built by anyone trying to get into the backline or go for a backdoor item 3056 item 3056 item 3056

RainbowIcee4 votes

You're too soft OP! make it that the item turns against it's allies and attacks the enemy champions and minions for a few seconds.

GiantEnemyShaco3 votes

I don't get opening the gates, though. If the point of Ohmwrecker is to bypass tower aggro, you could just walk in at the towers uncontested. You wouldn't need the gates.

50000000000000001 votes

It allows champions to flank without using a mobility spell while sieging, or possibly backdoor through the gates. It could also grant vision of the other side.I think it could have creative uses that I can't think of right now, too.

GuesstheName1322 votes

These are actually pretty good ideas to make the item useful mid/late game. I would only wonder how they would implement this one item (they tooltip would be a mess), and how they would balance so it wouldn't be overpowered. It would also be nice to see it as a defensive item as well as an offensive item, especially since towers seem useless in their current state.

Nickfer25102 votes

Even if the ideas need some works, I agree Ohmwrecker needs some new effects. It needs to be the item of choice for tanks who want tower control, either to defend an ally tower, or allow their team to engage an enemy tower. Of course, it would also need to be rebalanced so the item is not abused. Maybe decrease the gold efficiency in its stats to balance it with its actives. I'm just throwing our ideas.

NGBF Failjeur2 votes

It should work on Heimerdingers turrets so you can acutally gank that piece of shit

Veltox5 votes

Just delete him if your going for that.

LiQuid082 votes

The real problem is that turrets have a huge armor boost when there are no allied minions attacking them, which pretty much defeats the purpose of the item which is to tank towers or force a fight under it. Its tough to look at it realistically.

  1. Nobody is going to buy this early game because its stats are too weak, but by mid to late game the engage champs who will most likely be carrying the item and targeted by the turrets no longer take much damage from them. Theyre already armored up. And the champs that would take damage in the frontlines (dive assassins like noct or fizz) don't have room for it in their build.

  2. If you use it to tank towers without friendly minions, the duration isn't even close to enough even for say a master yi who has ulted. This gets multiplied by the fact that the tower is taking even less damage than normal.

So in both cases where its supposed to have a niche, it fails. So you could either A: give it better base stats. Either make it a great tank item with a decent effect or add some AD or something in there to encourage divers to buy it. Or B: Extend the duration slightly and have it reduce the tower's defensive stats to that of one that had minions attacking it. But theres a problem in both cases. In case A, the meta goes dive heavy. Malph, sej, and nocturn rule map, rush one item, and then group up at like the 15 minute mark and whoever gets Ohmwrecker first pretty much dives the other team and takes a huge advantage in both kills and probably tower. If you make it assassin oriented, it gets even worse. Its like EoN but now youre not safe ANYWHERE. Goodbye solo lanes. In case B, you have to start dealing with insane split push team comps where you can just backdoor without caring. Master yi taking down towers like nothing. Trynd essentially can't be stopped. Its just not good.

Towers are there for a reason and thats why for the most part theres very little interaction with them from champions. Better to remove Ohmwrecker completely and just tune the towers differently than to completely change how the game is played.

50000000000000001 votes

A lot of good points. Maybe it should take a Banner of Commands approach. Maybe Ohmwrecker can spawn a powerful minion on something like 120s cooldown?

Glory ln Death2 votes

You're looking at Ohmwrecker completely wrong. It isn't supposed to be used to stop damage and start a dive - activate the effect, then dive in and try to do something in that 3 second window. You are supposed to use it near the end of a dive, or sometimes in the middle.

The real power of Ohmwrecker isn't "Oh boy! I'm going to stop 3 turret shots!" The power comes from the aggro reset at the end of the effect. You use it at the end of a dive so you can immediately start focusing the tower without having to walk out of range and then walk back to start attacking it. You use it mid fight to force the turret to switch targets when whoever is tanking it gets low. You use it to save allies who get trapped under the turret.

If you look at its stats, Ohmwrecker is clearly intended for tanky champions, not assassins or divers like you're talking about. It's intended as a tower dive item, plain and simple. Not for splitpushing, and not for solo tower kills.

Get one or two allies, build up a decent minion wave, and dive the enemy under their turret. When you're close to killing them or forcing them away (or in order to force them to leave the turret), activate Ohmwrecker, finish them off/drive them away and take the turret while it goes back to targeting minions.

Squey2 votes

while i understand wanting to make that item better. Making defending your base even harder is something this game doesnt need right now

50000000000000001 votes

That's true. Adding a new defensive counterpart or reworking it into a defensive item might work.

AcidTheWarlock2 votes

Disables the Nexus

Cost increased

DUDE BRO2 votes

I think it should be able to make your own turrets invincible (but not disabled) as well.

So it can be used offensively or defensively.

yingwhy1 votes

Hm i wouldn't say invulnerable, maybe a massive damage reduction and damage boost, it could make it more risky for champions to dive supports and make 2-3 tower sieges less effective.

Oleandervine1 votes

I don't think it should interact with inhibitors at all, as inhibitors have a pretty decisive swing on the game, and altering the damage done to them would push the item over the top. I think the best approach would probably be to unlock the base gate, or even possibly give you some kind of bonus while you're in an enemy base, as that would keep it relevant once turrets start falling.

Blakiepug1 votes

This would be awesome!

RookPusher1 votes

It also needs a pro-active portion. E.g. Tower shoots an extra bolt when activated. Or repairs 5% of a tower health with a 3 min CD.

50000000000000001 votes

Maybe it can be a tower buff that also resets its AA timer? Tower repair seems pretty underwhelming though, despite its power.

What if it was a temporary damage reduction and/or lifesteal?

Junkο1 votes

Because inhibitors aren't easy enough to kill anyway.

Golden Tager X1 votes

Open up those gates man.

ktorywygrywa1 votes

someone wants games to last 15 to 20 min instead of 40 to 90 I like it

Veltox1 votes

What if it could stun super minions for like 3-4 seconds? The cooldown is debatable.

logic3011 votes

Maybe have baron or dragon not attack

ModCaptainMårvelous1 votes

Ohmwrecker should get some sort of stats to make melee characters viable in the bot lane.

Right now one of the biggest problems with melee is that they can't safely take turrets unless they're splitpushing, as you -will- take damage/be CC'd. Having some way to occasionally deal damage to towers without having to worry about poke and/or being CC'd under the tower would be amazing so long as it had a competitive statline.

Euthenaasia1 votes

Are inhibitors suddenly difficult to destroy? Anywho, I think a defensive and an offensive structure related item is a wonderful idea.

GGLineaR1 votes

You don't also mean deployable structures, do you? Heimer's turrets are already worthless in late game, no reason to make his mid game suffer.

50000000000000002 votes

I consider them minions, and I'm pretty sure they're coded as such too. I meant just towers, inhibitors, and maybe base gates, although the gates aren't really structures.

GGLineaR1 votes

Ah, righto then.

abbbez1 votes

How about making it able to make ally turrets immune to damage for the same duration?

The Trent1 votes

{quoted}

Instead of just turrets?

Turrets can be disabled for a short time, with little to no change. Inhibitors can temporarily take increased damage, or it can just be a nuke that scales with defensive stat. Or a DoT that does damage so long as the inhibitor remain in combat. Nexus should probably not have any interactions with the item. Optionally, maybe the base gates can be temporarily be opened to both teams upon the use of Ohmwrecker.

The idea is that Ohmwrecker will become the way to break into the enemy base when they are turtling.

I love the idea of making ohmwrekcer an item, but this just buffs snowballing.

EpicMusic1 votes

i say disable enemy turrets or buffs allied turrets

ApexInTheCircle1 votes

I've said for long time now that Ohm wrecker should open the enemy's base gates.

Troll Slaiyer1 votes

did u buy item 3056 for one game then lose so now u want buffs? [zombie-brand-facepalm] jeez....

50000000000000001 votes

No, I don't buy it because it's basically a useless item. Which is kinda the point of the post.

Borbland1 votes

If towers actually did damage people would start buying Ohmwrecker.

It needs also to be more cost effective.

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