I Know Banner of Command was Removed, but...

Catffeine··29 votes·10,608 views

Why aren't we talking about the fact that a Banner of Command minion took longer to kill than a tower, at any phase of the game that it was normally purchased (by the time a team is pushing Tier 2 towers)? That's not a flaw in the item, that's a flaw in tower strength.

There was a point in time where towers took so long to kill, sometimes multiple sieges. Back in Season 5 and prior, inhibitor towers were standing 40 minutes into the game with 45 seconds on the rez timer, and there wouldn't be a forfeit vote. Instead, it was thought that ending the game was possible, but not probable.

Now we're in an age where if a player sees the entire enemy team mid around their team's dead outer turret and the player still has one minion wave to clear before reaching the inhibitor turret, the player can clear that minion wave and kill the turret 25 minutes into the game before the enemy team reaches them, even if the enemy team instantaneously reacts. The player will die, but the point is killing that tower that early into the game in that duration of time wasn't even possible before Season 5.

And that's how Banner of Command minions felt. They genuinely felt like a lesser version of old towers. It would take a solid 20 to 30 seconds to kill it as your standard AD bruiser or carry, even longer for an AP champion.

By no means should towers go back to their old state where games commonly lasted 45 upwards of 70 minutes, but towers are so weak nowadays where they can be taken down quickly and it's so easy to turret dive. They're not even a safe-haven anymore like they used to be, where players would tower hug and farm if they were behind, and feel like they still have a chance to catch up doing so. Now towers are just a means to end the game, where if a player is behind they'll either get solo dived over and over by a bruiser in top lane, double dived by jungler in middle lane, or quadruple dived by mid and jungle in botlane, then the enemy will just take the tower and go take another objective.

Towers need to be buffed and feel like safe havens again. If Banner of Command were to give the same defense as a tower in the game right now, it wouldn't even be purchased, and Zz'rot would be used as an alternative if either were to be used at all. This is why it's a flaw in towers and not in the item.

11 Comments

TeCoolMage5 votes

I feel like the reason bannered minions felt longer to kill was because usually 1 marksman would auto them, while towers usually had 3+ people trying to take them + a full wave or so.

Unless we're comparing baron banner siege minions to the tower they're attacking. Then yeah. They get a bonus for damaging towers

Catffeine1 votes

No, as an Irelia main I spent a lot of time both split pushing and clearing minions. When a Banner minion appeared, it 100% took me longer to solo the minion than it took me to kill a Tier 2 or Nexus turret. It gave the enemy team enough time to stop my split push and sometimes I would have to leave the Banner minion to avoid putting myself in danger.

Giga Baboon2 votes

I literally take towers as AD udyr in 6 autos. It's so retarded, and yet here meddler is, trying to tell people that, nah, towers falling instantly doesn't effect snowball.

Catffeine1 votes

Irelia main here; I can take Tier 2 towers before my cycled passive even wears off (cycled passive meaning it's reset by proccing W), and Tier 3/Nexus towers before my passive even wears off.

But ya let's keep telling people that towers aren't one of the biggest problems.

Mcsquzzy2 votes

Dumb idea incoming. Towers get a permanent buff for every time they hit an enemy champ and all towers share this buff

Kato Shuu1 votes

Rito hates "safe" plays

Catffeine2 votes

One of the biggest flaws in a Game Developer is building the game for the Developer and not the Playerbase.

All of their money comes from the Playerbase, not the Developer.

Companies like Blizzard understand this and really listen to their Playerbase. Albeit they make some questionable changes (damage cooldowns being put on the GCD), when they made this decision they explained their reasoning behind it (how it would benefit the game's health with other changes they're making with the expansion), but met the players halfway, listened to what damage cooldowns should be taken off the GCD, then removed most of the listed ones from the GCD, further explaining their reasoning for the ones they didn't keep.

And the Playerbase was happy with that resolution.

Riot doesn't even make an effort to please their Playerbase. They're a selfish company that only makes decisions for themselves and doesn't pay the consequence for it because microtransactions and LCS. It's the most annoying hostage situation a Game Developer could put their loyal players through.

"Yeah we're holding you here against your will, but here's some cool skins and a fancy tournament mode so you'll shut up and keep playing."

Modl Ryden l1 votes

I still don't think a tower buff would remove the fact that a Baron-Banner Cannon (Bannon as the shoutcasters would call it) was uninteractive, to either AD or AP champs.

Madsin251 votes

The fact of the matter is riots design choices have got us here.

They need to leave towers alone(a little to late for that I know) and start nerfing everything in the game so we can actually enjoy engaging gameplay once again.

Catffeine1 votes

Even if the 10%/20% damage reduction on all champions goes through, that implies that champion health/tankiness is being left alone. It would still be too easy to tower dive. If that went through, tower hits need to at least deal more damage.

remakoro1 votes

I know you like jokes. Teemo and Kaisa walk up to the full HP T3 tower with 3 wounded caster minions. 20 min into the game. Tower dies. Punchline - they took no damage.

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