A discussion for how to make League more strategic again
TL;DR: What if we gave each tier of towers different buffs to change how teams approach pushing down lanes? And what if we were to change item scaling to put more emphasis on unique passives/actives, making items more valuable for the effects they bring rather than raw damage?
So it seems everyone this season, myself included, is a little fed up over the emphasis on flashy plays, instagib combos, mobility/damage creep, and everything in between. People have been crying out in frustration, in games and on the boards. I thought it was high time we had a proper discussion board to bounce around ideas, and I encourage people to share any ideas they think could help to realistically rebalance league.
I have two to start with, the first being a major pain point for many people, turrets.
[](https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c4/Tower.png/revision/latest/scale-to-width-down/200?cb=20141120045510)
On summoners rift, winning any match eventually comes down to taking down towers and pushing into the enemy base. What if we were to revisit the idea of different towers getting and granting different buffs based on their position on the map to add some depth to pushing through a lane? Instead of having each tower be practically the same as the last, just with less health, what if each tier of tower had a strategic role to play in how you could siege and defend each one?
As a proposed example of this, we could have outer turrets about as they are now, though perhaps they could do with a bit of a buff to their hp pool. Inner towers would be where things start to change up, and in a similar vein to the shield they once granted, what if for every nearby champion the tower gains a defensive buff and grants all nearby allied champions that same buff. This would make split pushing a more viable and situational strategy, as it's now more difficult for a team to strong arm it's way through the inner tower just because they have a lead. If enough of the defending team show up to protect the tower, it'll be far more difficult to seige. Finally once we get to the inhibitor towers, while they would have the lowest hp pool to counter their vulnerability we could allow their first attack after being out of combat for a while to deal aoe damage. This burst of damage could be used to thin out rolling waves of creeps, allowing the tower to finish off each with one shot instead of two or three. Again, this makes splitpushing a more engaging and interesting mechanic, putting emphasis on a team's ability to manipulate waves. Nexus towers could potentially stay the same as the outer towers, maybe making them a bit beefier as by the time a team reaches them their stats are so high that a tower falls in 5-10 autos.
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My second, less complex idea would be to help counter damage creep while at the same time keep tanks in check. As I'm sure many of you know, extra damage is everywhere this season. What if to tone it down a notch, we were to nerf the raw stats of items (ad, ap, hp, ar, mr, pen) and invest more of their gold cost into their unique effects. Personally I'm almost always having more fun in the earlier parts of the game, before the hyper carries get out of hand and start deleting people before they can react. If there was less damage from items, gold leads wouldn't be as snowbally, and fights would be more interesting as items play a larger role beyond 'do more damage'. What you chose to build would actually mater, and you could opt out of damage for more utility without being punished.
These are both just rough ideas so please, community, lets spitball so that maybe rito can better understand how we want the game to change and not just why.
*[slayer-pantheon-thumbs]*