Base Gates, the Ohmwrecker, and the Point Runner Passive

The Paulrus·1/17/2015, 3:32:01 PM·6 votes·1,122 views

So the item 3056 and theitem 2053 have the really neat, albeit very situational, point runner passive, and the Ohmwrecker has the moderately useful active.

Passive: Point Runner: Ohmwrecker grants 30% movement speed for 2 seconds when moving near turrets

Active: Prevents enemy turrets from attacking for 3 seconds. (120 second Cooldown) This effect may not be used on the same turret more than once every 8 seconds.

With the addition of these base gates, I had an idea to make item 3056 and item 2053 more flexible and interesting items.

Passive: Point Runner: Ohmwrecker grants 30% movement speed for 2 seconds when moving near turrets or through your own base gate.

Active: Prevents enemy turrets from attacking or allows passage through an enemy basegate for 3 seconds. (120 second Cooldown) This effect may not be used on the same turret or basegate more than once every 8 seconds.

What the change does:

  1. Makes Ohmwrecker a slightly less niche item by giving someone other than tanks/bruisers a reason to get it (assassin grabs it to chase a champion down).
  2. Adds a bit more utility to the point runner passive, enhancing both the getaway potential when running back through your base gate and the chase/engage potential when running through it toward the enemy.
  3. Due to the active cooldown time, it would require 2 separate ohmwreckers to be able to pass through the gate around the lane and be able to disable the turrets, a possible, but costly option.

Thoughts? Feedback?

7 Comments

Decrit1/17/2015, 3:52:20 PM2 votes

I really like this. Might be an hidden OP since gates are meant to be a "defensive advantage" but well, probably in the future mind will change

Leaf of the lake1/17/2015, 11:21:33 PM2 votes

This is actually a pretty cool idea.

Ale non è male1/18/2015, 12:01:49 AM1 votes

NO I don't like the base gates idea at first, but at least is clear why they were created, a team with good viers and high mobility was starting to have too advantage against a team that turtled to defend, because they could take out one of the guys defending a tower, jump away, with the other defending people not be able to catch the guy that was running away Give to ohmwrecker the possibility to open up base gates would just give even biger advantages to offenses, because it would basically impossible to avoid to be flanked for the defensive team, and enemies could dive way too easily with the proper comp

Ohmwrecker is fine because his base stats are good, and the active is a nice extra. ZZ'Rot Portal will take away a bit of his niche, but overall Ohmwrecker is viable even if you will use the active only 1-2 times in a game

The Paulrus1/18/2015, 4:26:40 PM1 votes

Wow, glad to see there's definitely some support here. While I understand that the gates are designed to be a defensive bonus, forcing a member of the enemy team to forego an item to be able to get ohmwrecker, which is definitely not the most efficient or even most useful item, instead of a more useful and beneficial item, still provides a defensive bonus. For example, if Talon bought it to be able to chase down an enemy champion, even back through their own gate, there's an opportunity cost associated with it (likely black cleaver due to the health stats of ohmwrecker). Suddenly, Talon's armor pen isn't as good, but he can chase much more effectively. Blah blah blah meaningful choices.

Erockandroll1/18/2015, 4:36:52 PM1 votes

It really defeats the Purpose of the Base gates.