Ideas for banner of command
Hello, first post here
Banner of command in it's current form seems to be powerful in too many situations, yet if it gets nerfed it might be completely useless (think pre 8.4 banner compared to post 8.4). In my opinion it should be turned into a consumable, and here are my arguments:
- The promote effect is all about using minions for a tactical advantage, but having the effect on an active item incentivizes it's use on CD, which takes away from the skill of timing it well tactically. Having to choose the correct time to buy and use it without the pressure of using the cooldown would shift the emphasis back to timing.
- Having the effect tied to certain stats limits the item to certain champions (assuming it's not busted). Having it on a consumable further pushes the idea of giving up gold value for well timed wave manipulation.
- Playing against banner of command is boring and predictable. Having it on a consumable will make it much more fun and surprising.
Here are the details on how it should be designed IMO:
- The consumable should cost at least 500 gold so that people don't just always buy it when they have some spare change, and it should have two or three stacks to make up for it's high cost (with a CD).
- Instead of gaining gold on minion kill you should gain gold when minions die near your banner minion (maybe 3 or 4 per minion), which makes it consistently scale with skilled use.
- The effect should be meaningfully different when used on different types of minions, perhaps meele becomes very hard to kill and draws enemy minion aggro leading to a slow push, ranged gaining massive damage and attack speed making for a faster push, cannon gaining massive tower damage.
- In order to be balanced it might need to scale with game time or champion level in some way. Edit: maybe have a lvl 9 requirement similar to elixirs.
- Perhaps the damage reduction can be changed into something like ward health, where the minion transforms back into a normal minion after being hit with 10 unique attacks. This makes the counter play more independent of champion, which could be good or bad idk.
Would be happy to discuss