What if Ohmwrecker
Let's share all of our idea's for this forgotten item.
Let's share all of our idea's for this forgotten item.
...could also protect or buff your own turrets?
Ooooooh this is an idea I like.
...while you are roaming
That would be a must buy for top laners. We never get to roam because if we do, we will be behind in top lane when we get back.
The only time us top laners can roam is if the enemy top laner dies, or the enemy top laner is sitting under tower farming.
I think right now it would benefit the game to encourage roaming from top lane.
Right now there are a number of structural problems in top lane that inhibit roaming; This creates an isolation from the game in top lane.
OhmWreaker:
recipe:
+ 
stats: +10% life steal VS monsters, +180% mana regen while in jungle
unique active: disables or protects nearby turret.
NO 3RD TIER BUILD PATH.
design intent: pure investment in early game snowballing or early game anti-snowballing. with no attached stats, i.e. a complete waste of gold if risk is not yielding any reward.
Never considered a Jungler alternative.
What if turrets did damage?
indirectbuffs
Turret data is available to everyone.
Go do the math and prove that they do no damage.
I would love it if it built from Glacial Shroud and Kindlegem. I might actually rush it if it could fix mana problems.
would disable enemy turret for few seconds? Imagine how broken it would be. Free dives, free nexus towers even without your minion wave, protecting your whole team from a turret? Why not! But it would have to have a passive too, as all actives items have a passive. So maybe make it work around turrets too, so I suggest bonus MS around turrets
People just need to actually work as a team.
Ohmwrecker is godlike as is.
[{quoted}](name=Tobias Brackner,realm=NA,application-id=3ErqAdtq,discussion-id=RuBM1x8k,comment-id=0004,timestamp=2017-06-06T08:54:22.142+0000)
People just need to actually work as a team.
Ohmwrecker is godlike as is.
I think you should teach the pros how to work as a team then. Unless I didn't understand your irony?
All they need to do is what actual teams do. Run drills and maneuvers. Even at the highest level people play like they are solo queue with the exception of a few supp/marksman duos.
[{quoted}](name=Tobias Brackner,realm=NA,application-id=3ErqAdtq,discussion-id=RuBM1x8k,comment-id=000400000000,timestamp=2017-06-06T18:34:09.640+0000)
All they need to do is what actual teams do. Run drills and maneuvers. Even at the highest level people play like they are solo queue with the exception of a few supp/marksman duos.
If by highest levels you mean pros, then you should start watching E-Sports because they definitely don't play solo and don't use Ohmwrecker.
No, actual teams.
Like Basketball, Soccer, Football, Hockey, fuck even Nascar has more teamwork than what we see in LoL Esports.
Yes, tournament players play solo. They explicitly pick champions that maximize their solo-power and will do their damnedest to play teamwork champions in the most solo way possible.
What if it was a defensive item with the unique active passive of creating a zone in which enemies cannot enter? :O
I'll just drop this by SummonersLab, Part 4: Ohmwrecker, but be warned its a huge wall of text! Check at your own risk xD Becoming insane may not be excluded :P
The problem with ohmwrecker is the stats vs the people who would buy it
tank champs who benefit most from the stats wont ever really "want to buy" this item as they feel tanky enough alone. Being able to sustain 10-15 tower shots in a row doesn't really call for an ohmwrecker.
And squishy divers aren't going to buy an item that forgoes their entire stat path for 3 seconds of turret downtime. Especially since most tower dive champs have something in their kit that is > ohm for diving.
My idea? Change the stat path to damage for squishy divers, or at LEAST make it able to save your own towers.
would get replaced by zephyr which was used more than ohmwrecker yet removed for not being used enough
I have a couple posts on Ohmwrecker what ifs!
In short my idea was an additional passive that increased the amount of magic damage a turret took and that amount increases when Ohmwreckers active is in effect.
New passive: You take half damage from all non-champion sources.
New active: Redirects all enemy ranged, targeted damage to you for (duration) within (area of effect).
What if towers were meaningfully threatening and disabling a tower was an impactful effect?
I think Ohmwrecker is actually well designed and tuned, it's the tuning of towers that's the problem; why bother disabling a tower if you can just have your tank take a light shower under it for minutes straight?
My first step to change this, and a pet idea I've been wanting to do for a while, is to make all minions, monsters, and towers do an exact 50/50 split between physical and magic damage.