A Set of Ideas for Improving the New Turret Plating

Shadowphoenix·12/6/2018, 1:48:34 AM·1 votes·676 views

The new turret system is pretty nice in a lot of ways. However, I and many others feel that it is a bit too weak currently. The bulwark passive to the turret plates does absolutely nothing against a single enemy champion sieging it, which makes it way too easy to take like 3 plates in less than a minute. I've come up with a set of changes that would fix this issue, and also add to a player's ability to spread their objective advantage to the rest of their team.

Turret Plating (changes to current item): Removed at 15:00. Grants 40 base armor and 40 base magic resistance. PASSIVE: Grants 0 / 30 / 60 / 90 / 120 (based on current health) bonus armor and magic resistance.

Passive: Bulwark - When the turret's health is reduced to 4000, 3000, 2000 and 1000 health, grants a stack of Bulwark for 20 seconds. Each stack of Bulwark grants 0 / 25 / 50 / 75 / 100 (based on nearby enemy champions) bonus armor and magic resistance, up to a maximum of 0 / 100 / 200 / 300 / 400 at 4 stacks. Triggering Bulwark grants 160 gold divided among nearby champions.

Passive: Brace - When Bulwark is triggered all nearby enemies are marked with Brace by this turret for 60 seconds. All enemies marked by this turret increase its armor and magic resist by 20 when nearby. All enemies marked with Brace from an ally turret decrease this turret's armor and magic resist by 15 when nearby.

Abutment Shield (new item): Passive: This turret grants 20 bonus armor and magic resistance to all ally inner turrets and inhibitor turrets. (note: this is NOT a UNIQUE Passive, so 2 outer turrets can both grant 20 bonus armor and magic resistance to the inner and inhibitor turrets of the third lane)

These changes are designed, for one thing, so that continuing to siege the same turret for a long period of time becomes a little bit more difficult, but also rewards players for roaming and assisting with the siege of other outer turrets for the first plate. The second part of the design is to reward players for successfully defending their outer turrets, which allows them to directly help allies that are losing their own lanes. Basically these changes make it more difficult to punch a single hole through a team's defenses, and reward players for working with their team to take objectives elsewhere on the map.

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