Player Patch: 6.7 Made by a player, for Riot

Espurr VI··2 votes·1,098 views

Turrets:

Outer turrets: Damage scales as follows: Starts at 182, then gains 4.5 Attack damage every minute up to 418 bonus attack damage. (At 40 minutes, turret's AD will be 362)

Inner Turrets: Damage scales as follows: Starts at 182, then gains 6 Attack damage every minute up to 418 bonus attack damage. (At 40 minutes, turret's AD will be 422)

Inhibitor Turrets: Damage scales as follows: Starts at 210, then gains 7 Attack damage every minute up to 490. (At 40 minutes, turret's AD will be 480) Inhibitor Turret's beam deals 50% of it's AD as physical damage every half second. This damage increases by 3% for each tick of damage applied to the target up to a total of 200%. (960 Physical damage per second at max damage at 40 minutes)

Nexus Turrets: Removed.

Nexus Guardian: Replaces the two Nexus Turrets. Has 10,000 HP 100 armor/mr, and can walk freely around the Nexus. He won't go near turrets. AD is set to 150 (+5 per minute for a max total Attack damage of 500) and Attack speed is set to 1.0 Has a few abilities:

Scepter Smash: Smash's it's scepter into the ground, dealing 200 (+0.5 per AD) Physical damage to all enemies in a 500 radius AoE, and knocking them up for 0.45 seconds. 9 second cool down. 300 range.

Recalafication: Has a 2 minute wind up. Heals 1% of his max HP every second for 100 seconds. This channel stops if he takes damage.

Crystal Beams: Has a 0.55 second wind up. Fires a beam in a straight line parallel to himself, dealing 100 (+2.0 per AD) Physical damage to all enemies in the line. (75 units thick, 400 units long) Has a 5 second cool down. 1000 range.

**Nexus Bombardment: **Has a 3 second wind up. Deals 150 (+1 per AD) to all enemies in a 450 radius AoE. Has a 6 second cool down. Can be cast anywhere in it's respective base.

Death Timers:

Will now always be 15 seconds. The following will affect your timer. +1 Second for 1 kill. This increases to +2 seconds per kill at 40 minutes. +0.5 Second for 1 assist. This increases to +1 second per assist at 40 minutes. Killing an enemy while you have Baron will fix their base timer to 25 seconds. Killing an enemy while you have 5th Dragon will fix their base timer to 30 seconds. Killing an enemy while you have 5th Dragon AND Baron will fix their base timer to 45 seconds.

Minions:

No longer gain damage if you're ahead.

This is all I have in my head right now. Leave your thoughts on how this could be a bit more balanced, because I honestly think I went a little overboard with the Inhibitor Turret.

Edit: When I said leave your thoughts on how this could be more balanced, I meant actually help and make this idea seem more of a balanced patch for the game.

8 Comments

Zane Zephyr4 votes

And this is why you aren't on the balance team.

ModWulf Helhammer3 votes

You don't really understand game balance, do you?

Espurr VI2 votes

I did say leave your thoughts on how this could be more balanced.

Critmaster Garen3 votes

if anything, id change the turret mechanic to make the damage more frontloaded instead of ramping up. exactly the opposite of how it works now.

having them deal the full damage on the first couple of shots, and then dealing slightly reduced damage for consecutive shots. reason is that hypermobile champions like zed, and lee sin are using this mechanic for early turret dives at level 2.

they manage to get in, kill their target and get out before taking more than 2 shots from a turret, which means while theyre already taking less turret shots on a dive than champions with less mobility, theyre taking even less damage on top of it, because the turret doesnt have time to heat up.

ranged champions use the same concept when poking at a melee champion under his turret. they can often risk occationally taking a single turret shot to deal damage to their opponent and then withdraw, still coming out on top of the trade, since the first shot doesnt deal a lot of damage.

making the damage frontloaded would make it more fair, as very early dives on mobile champions would be harder, and low mobility champions who take a lot more turret shots on a dive in general wouldnt feel the difference. the same way, ranged champions taking single turret shots to poke at their opponent whos trying to play safe and cs under his turret would be a lot harder.

of course riot intended it the way it is now for their L$C big play lvl 2 lee sin dives, that lets the shoutcasters freak out and cream their pants as if they just had witnesesd the rebirth of reptile jesus. so theyd probably never change the mechanic. doesnt mean it wouldnt be a good idea for the game health.

Espurr VI1 votes

In my design, the Outer and Inner turrets deal front loaded damage. I made it so that all the turrets had higher damage so that diving would be a bit more dangerous and risky.

Surfer Ashe2 votes

Don't ever try to balance again, thanks.

Sad Tyrant1 votes

Yeah NO 'SMITE' references would you please.

I don't know how I feel about these

Espurr VI1 votes

Never played smite.

More from Gameplay

More by Espurr VI