Ohmwrecker rework

CoolKnightST··1 votes·493 views

No changes on the PBE, I guess they gave up. Let's make the rework just as simple as this:

  • Recipe: item 1029 + item 1028 + 550 (=1250)
  • Stats: 30 Armor, 200 Health
  • UNIQUE: Prevents nearby enemy towers from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.

  • Recipe: item 3056 + item 3082 + 350 (=2700)
  • Stats: 75 Armor, 200 Health
  • UNIQUE – COLD STEEL: If you are hit by a basic attack, you slow the attacker's attack speed by 15% for 1 second. Now works on turrets.
  • UNIQUE: Prevents nearby enemy towers from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.

2 Comments

Spoofghoul1 votes

The item stats are already decent. The problem is that it is mostly usefull for towerdiving. and we have Alistar for that and lets not forget all ways to reset tower aggro, hi Elise hi fizz hi zhonyas hi tahm.

On top of that towerdiving is usually done with a numbers advantage to guarantee safety.

The item is waaaaaay to niche its only usefull in even numbers towerdives where you can 1v1 or 2v2 or 3v3 the enemy team as long as the tower doesnt participate. But if that is the case then your advantage is not that big anyways and this makes it risky to go with even numbers, especially since they will see you coming so there isnt a surprise or catch out situation, and this allows sidestepping of skillshots giving the enemy the chance to turn things around.

If your advnatage is big enough to dive 3v3 without much risk then you wont really need the item.

The item fullfills a role where its only good in 1 situation thats when you are about even and want to do an imposible towerdive and remove the tower from the equation with the active. This only removes the enemy advantage of the tower and puts you right even making it still a risky move.

Then if you missplay and fall behind the item becomes useless as you cant fight the enemy directly anymore tower or not. Unless the enemy missplays but who builds items that become usefull only when the enemy missplays.

On the other hand if the dive is succesfull and you get ahead then the role this item fullfills also becomes useless as with your advantage you wont need it to towerdive.

Now finally there is also the matter that towers will fall over the coarse of a game making the passive obsolete. On top of that as i explained item is useless when you fall behind aswell as when you are ahead because in both situations you wont be needing the active. Maybe sometimes when behind it can be usefull when diving with a numbers advantage but thats about it. when ahead it becomus utterly useless because not only will you not need it to dive you will probably be destroying their towers quite fast to snowball making the passive irrelvant afterwards.

My sugestion,

total price 3000

Give it 30 armor 30 mr 300 hp 200% health regen instead. keep the point runner passive. New passive omwrecker. Allied tower gains splashdamage 175 radius, 25% attackspeed, deals true damage to minions for 8 seconds. 90 second cooldown, reduced by 5 seconds for every 150 damage the tower takes whilst the tower is powered up.

Now it becomes an anti siege item which gives a bit of durability and a decent amount of regen to resist poke aswell as having an active which helps clear a minion wave. If the enemy attacks the tower to take it but is unsuccesfull then your cooldown is shortened so you are able to use it again, if you manage to stall them for a bit, untill hey can push into you again.

However when you use the active the enemy can also backoff and decide not to atatck the tower and wait for the next minion wave, your active is still on cooldown and they shoudl take the tower.

CoolKnightST1 votes

This is totaly the opposite of the item 3056 concept. Better suggest a new item than. In the current state of ballance arround the item the item suppose to be a supportive siege dive tool. The problem is that item has better alternatives in order to pull off that function:

  • item 3800: Has no armor but can provide the engage to get under the turret
  • item 3512: Provide splitpush, siege, dive & mobility
  • item 3060: Provide splitpush & siege

Right now item 3056 should forfill the role of providing dive & mobility. The problem is that the functionality of the item is more aimed on the stats it provide rather than on the active & passive it has to offer. The current concept aims more on 1v1 dive situations rather than actualy team effort. This combined that the functionality is rather limited & that this functionality only get provided in a fell situations of the game. It's actualy really hard to invest in a item like that when it just has so little things to offer.

Don't get me wrong, you idea isn't bad. But it's no item that can replace the functionality item 3056 has to offer. item 3056 should be reworked or simple like I mentioned made a lot cheaper so support or toplaners actualy has a chance to buy it in the midgame.

What we also could do is put item 3056 arround the 1500 gold & let it upgrade into 2 different things:

  • An upgrade where you can use the active also on your own turrets like turning a turret or falling turret into a speed shrine or increase the damage on the turret
  • An upgrade that makes the active even stronger like dealing a chunk of damage to the turret on activation, speed shrine on the enemy turret or making it slow all nearby enemies under the turret.

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