If Ohmwrecker could empower allied towers.
Say, giving them AOE damage or just increasing their single-target damage (or maybe..
some COOL debuff)
What would change and would that be imbalanced? (we're not talking numbers)
Say, giving them AOE damage or just increasing their single-target damage (or maybe..
some COOL debuff)
What would change and would that be imbalanced? (we're not talking numbers)
just give it the damage part of the old fortify.
make it for 10 seconds or so, the turret gains 50% of its damage as splash damage, and its attack speed is largely increased.
another thing that could be cool is to take direct control over a turret and make it chose its target with the minion mechanic that certain champions have. activating the item near an allied turret empowers it, and during that duration, reactivating the item while hovering over an enemy makes the turret attack that target.
make it for 10 seconds or so, the turret gains 50% of its damage as splash damage, and its attack speed is largely increased.
thats some op shit lmao.
It wasn't when it was around... THB I rarely saw anyone take it.
Oh fortify... I got a triple kill once because I teleported to bot and got the support, then fortified the top when the jg and top went to gank me and decided to try the tower instead haha.
that shit doubled the turret fire rate, gave it splash damage, and made towers invulnerable. It wasn't great on its own, but I'd seen 5 fortify comps and that was damn annoying.
I'd take it in 3v3 maps it was hilarious. 3 tank camp+ foritifcation put them under your turret and hump them to death with CC+foritifcation+sunfire XD
yea
Yessss turrets being relevant again.
I love the active of Ohwmrecker and it can REALLY make plays, but It's difficult to do so and if you're not diving enemy turrets the item is just completely useless. However another use for it being to counter sieges or dives would be so awesome and less situational.
I like the splash damage idea.
Right now, I think part of why
isn't picked up more is it's only useful on the enemy side of the map, and only in situations where your team is snowballing. To some extent, it's the same problem that
has. Both need an effect on your side of the map for them to be a consideration.
tho
"I have both jungles now."
"I see you ganked a lane, you can come back to your jungle now where there's NOTHING LEFT. AT ALL. I ATE FKING EVERYTHING."
inb4 devourer takes less stacks for own jungle but more for counterjungling
More like, "Oh you built a
? Nothing like calling my laners in to gangbang you in the jungle and then take your monsters while you're dead?"
I mean why get Ohmwrecker at all when just building more health and armor will help with the turret decently well and will probably be on an item with better combat abilities. Ohmwrecker is for when you are going to have trouble tower diving, which nobody has trouble with these days so it's a very very niche item.
/thumbsup
I like the splash damage idea.
Right now, I think part of why
isn't picked up more is it's only useful on the enemy side of the map, and only in situations where your team is snowballing. To some extent, it's the same problem that
has. Both need an effect on your side of the map for them to be a consideration.
Rethink the purpose. It's not for tower siege.
Give the turret 2 seconds of immunity and max attack speed!
Oh fortify I miss you sometimes.
Ohm is actually pretty powerful and fits into my playstyle and builds very well. I think increasing the hp regen of your turrets would be nice, maybe if when your near the turret it aggros any champion you do under it.
I personally think Ohmwrecker could use a buff after the 0 ap nerf to it. I always thought of it as a support item but now that Riot removed some of the offensives stats the item gave, I think there should be some room for a utility compensation. The item already is pretty good for the active but, it does come with some sacrifice. As a mage support you risk any kind of scaling for shields, heals, etc. and as a tank sup you miss out on other items that offer better utility and better tank stats. I think adding a defensive mechanism to it would be a really balanced and well deserved addition to the item.
Activating this item when on your turret will cause it to prioritize enemy champions for 5 seconds, this makes the turret turn red for the effect and the effect lasts for the duration or until the person who used omrecker leaves the turret attack range
Make it so you can change the target it's firing at >:D
[{quoted}](name=Postal Badger,realm=NA,application-id=3ErqAdtq,discussion-id=JNzpE32r,comment-id=0009,timestamp=2015-09-18T20:25:53.252+0000)
Make it so you can change the target it's firing at >:D
This is the only good idea I've seen so far.
It should increase turret range and give it % hp damage for the duration while prioritizing champions
Or make the tower take reduced damage and make it provide the passive t2 tower shield while even in combat for the duration.
Can we all just agree that this item is just really bad? It's been with us since i think season 2 or 3 and it's still a bad item no matter how much they change it. It needs another active or passive that can make it worth keeping it to late game. Or just delete the item lol.
turrets are shite atm so an item empowering them would still be shit
T2-4 turrets are the strongest they have EVER been
The problem is that tanks and bruisers are supposed to take Ohmwrecker. These types already require some serious commitment to dive, this just makes it even harder.
really nice idea. the upvote wasnt enough. i needed to get in and say it.
btw i would like to see what the omwrecker does so i would reather see a phantom shot or to choose the target of the tower and not only a buff for the tower
I love it. Great and original idea.
It's old fortify in a sense though.
Holy shit yes Could become an amazing support/pure tank item squishy supports finally would have a defense mechanism from getting instantly dropped by a assassin, instead of being free food for them...
Giving it some sort of tower buff would actually make this item so much better because then it becomes an anti-siege tool rather than having no real niche in the game.
Live Ohmwrecker has a "niche" of being the go-to item for players who want to towerdive, but it falls short of that niche because its defensive bonuses already help make towers tickle you more (rather than doing relevant damage to you). So it really doesn't have the niche it is supposed to provide.
With this kind of buff (eg. increasing single-target damage or dealing AoE damage), it becomes so much more relevant because it can be used to help stop a team trying to push your own turrets. This gives it a cool niche compared to other tank items, and helps it stand out more.
Only problem I see is that the losing team having someone with Ohmwrecker might force the other team to get an Ohmwrecker to get through the opposing team's turret, but as long as Ohmwrecker has a long enough cooldown on a turret it shouldn't be a problem.
yes yes yes and again yes
I wanna say yes, but I dunno. o.o It would become a staple item for sure. A tanky support with an Ohm and a Banner of Command would be a bit scary. D: Stop a turret, make his own turret do more, and super siege minions.
AoE damage seems too far, increasing the Single-target damage is gud doe.
I would love it if Ohmwrecker could have the old Fortify spell
if ohmwrecker did this, it wouldn't make any sense! "ohemwrecker" literally means defense wrecker
What use is it.... when turret falls?
#/thread
Wouldn't this just make this Ohmwrecker a pick up for every game, because you could use it for when you're snowballing or for when you're behind?
It could also make it harder for teams that are behind to push when the enemy team has it as well.
I dunno, I've never been really good with item balancing.
Good idea, i mean they did this with
, why not do the same with
?¿
Imagine if it turned the turret into the inner Twisted Treeline turrets for a short duration. Would be a good buy for if you're behind in the top lane and there is nothing you can do because the enemy top laner keeps diving you. A common occurrence for when say a
managed to cheese you early and get ahead. Annoying when only 1 or 2 kills can make the enemy laner THAT strong with nothing you can do about it but pray your jungler will help you shut them down. Good luck catching up if your zoned from farming even under your own towers.
That feature used to exist as part of the summoner spell fortify. It was removed because it made the game last longer and reduced the kill count (as towerdives were harder), as well as c**kblocking split pushes, but that feature is not under discussion.
In all patches since season 2, Riot has been trying to force players to play aggresively, one way or the other. Defensive features like this one will rarely be considered.
Out of the ideas I think the "control tower" is best. When cast on your own tower the tower would attack any champ's that attack it.
problems with increasing its damage or additional aoe effect is if it was gotten to early it could really screw up early lane.
That would be a cool addition, but ultimately it might not solve the core issue with
, which is that it feels too weak too early, and caters to a system that's already fairly easy to handle without the need for a dedicated item. Currently, tower dives are already feasible at level 4 and onwards, and turrets in general feel like they fall off really hard within the first few minutes of the game, without ever gaining relevance later on. For Ohmwrecker to feel like a good purchase, whether it's for disabling enemy towers or buffing allied defenses, turrets need to feel worth investing an item in, and so would need to feel stronger (though they wouldn't necessarily have to be just statistically better, as buffing them the wrong way could end up stalling games for too long).
I don't think most people understand what the purpose of the Ohmwrecker. Like sighstone, it doesn't really need to be powered up. It's intended purpose just isn't useful in low level matches and is unneeded in high level matches. At least sighstone is useful at all levels if used properly.