Indestructible bases. The return of the 45+ minute game.

KilljoyX··1 votes·971 views

At the beginning of season four riot wanted to curb snowballing. A reasonable goal by all accounts, but their actions did not match the intent. They ended up increasing average game times to upward of 40 something minutes with plenty of games going into the 50-60 range.

Well let's look at the preseason changes...

Inhibitor: 2500 Health

Inhibitor Towers have a new mechanic - Beam: Inhibitor Towers attack their target continuously, up to 4 times a second. Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds. Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds. Ramp is reset when Inhibitor Towers change targets.

Inhibitors respawn timers increased to 300 seconds from 240.

Verses

Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.

Baron Nashor Health and Regeneration removed (AD and AP boost remain the same) Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds. This also massively heals you and grants you an 8 second movement speed buff once it finishes. Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type: Melee Minions: Gain 80% damage reduction from almost all damage types Ranged Minions: Gain increased damage and a minor increase in range. Siege Minions: Gain massive increases to range - such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers. Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.

On the surface what this tells me is a simple sad fact. Without baron buff cracking the base is impossible at least on the surface. Higher regeneration, 100% armor pen, Higher HP, massive damage, and attack speed buffs. The elixir does help but we'll have to see the numbers before I can feel good about it and I really hate that breaking the base requires consumables or baron buff.

The changes to dragon slow the game down even more. Less total global gold means the game slows down. The only saving grace is that once you break the base it stays broken for the cooldown of a flash.

I may be wrong who knows. I've read all the notes and I'm fairly sure these changes will go over 40 minutes minimum, probably more. I am all for strong inhibitor towers but this is likely too far. The towers damage buffs are just too much. Honestly anything going away would be fine. Armor pen is just the nail in the "Dive inhibitor towers" coffin because there's no way to dive with that in place. A full item mundo will die in about 4 seconds. Sieges and split pushing will become mandatory. Team fighting will be nigh impossible.

19 Comments

KarasuGamma3 votes

Am I the only one who finds longer games more engaging, as long as they're well-balanced? I find most of the posted changes intriguing and I'm looking forward to them.

Colgate Gator2 votes

Jugding by that and the shift of power to dragon, I believe they are trying to make it you secure these objectives and then the base instead of rushing to destroy the towers, not sure.

KilljoyX1 votes

Jugding by that and the shift of power to dragon, I believe they are trying to make it you secure these objectives and then the base instead of rushing to destroy the towers, not sure.

Considering you need a minimum of two dragons to actually get anything out of it that's not really helpful.

Crimson5pheonix2 votes

Gentlemen, start your Nasus's's's's's's (Nasi?)

KilljoyX1 votes

This depresses me. Poppy being good would make it slightly worse.

redniwediS2 votes

I've played a couple games on the PBE so far, and not one game went significantly over 30 minutes. I'll admit there isn't exactly a large player base over there for matchmaking to do it's job, but the towers are not particularly hard to take down. The inhibitor tower in particular is only slightly better than the other towers at clearing minions, with it's main goal being to punish people who stick around too long. I believe it also had a decrease in it's regeneration rate.

In an even matchup siege compositions will have a fair bit of trouble, but that's when you bait dragon/baron and lure the defending team out. That or they give up the neutral objectives and then you steamroll their base.

KilljoyX1 votes

So it's exactly what I said. You have to get far ahead to ever crack the base.

redniwediS1 votes

Not exactly, you just have to win a team fight. If you're behind and win a fight you can take objectives. Also split pushing and rotating compositions are still very strong, it's just sieging that took a hit.

KilljoyX1 votes

Considering that split pushing is possibly the most toxic "Strategy" in league this does not fill me with hope.

ceaselessphantom1 votes

I welcome this change. Inhibitor turrets needed more defense. They are much to easy to take right now and Baron and dragon are mostly just an after thought right now.

junglerboy161 votes

Agreed, it is good that they are finally making Baron and Dragon more intrinsically necessary to playing the game well. Right now where I'm at (yes I'm low level, but I have been playing a long time and know what I'm talking about), people almost NEVER go for Baron, and it is like pulling teeth to get them to help me take dragon. Now that getting five stacks of the dragon buff is so good, people may actually listen to me, and now that Baron is the premier base cracking mechanic, People may actually have a need to do it.

DaejinTye1 votes

Agreed, it is good that they are finally making Baron and Dragon more intrinsically necessary to playing the game well. Right now where I'm at (yes I'm low level, but I have been playing a long time and know what I'm talking about), people almost NEVER go for Baron, and it is like pulling teeth to get them to help me take dragon. Now that getting five stacks of the dragon buff is so good, people may actually listen to me, and now that Baron is the premier base cracking mechanic, People may actually have a need to do it.

The problem with Live Baron right now is the fact that games can easily be lost when trying for baron at the wrong time. It's very easy to engage on a team doing it and take 3+ kills or just force them off and since they're at low hp, back to base giving the other team map control.

Baron is only really good when you ace (or get 3+ kills, one being the jungler) the enemy but have no minion waves anywhere near the enemy turrets. That's when you want to rush Baron, back, buy and shove each lane before starting your siege on mid lane or whichever it the most push/exposed/exploitable.

The new set-up will make doing Baron a requirement and probably cause a rubberbanding effect bigger than what we see right now. Especially with dragon becoming stronger each time you kill it and no longer giving the global gold. You can't ace them, rush Baron, clear up dragon and finish up your 4th or 5th item. Instead, you'll ace the enemy, rush Baron and then slowly try to siege the enemy in a war of attrition.

KilljoyX1 votes

Dragon is actually significantly less valuable. It's good to avoid it. The EXP value is way down and it only grants gold to the killer.

DrCyanide1 votes

All in all, the pre-season changes do feel like they open up a lot of strategies. In particular, it feels like they is more to be done on the map due to all the jungle changes.

Concerning Towers, you forgot that they're buffing Ohmwrecker to be both an offensive and defensive item. All the crazy tower buffs in the world won't mean a thing if more people are getting Ohmwreckers and disabling towers.

KilljoyX1 votes

If we need ohmwrecker then it's proof the buffs to towers have gone too far.

DrCyanide1 votes

If we need ohmwrecker then it's proof the buffs to towers have gone too far.

Azir will most likely buy an Ohmwrecker to empower his turret. If you keep having your tower sieged, you'll buy an Ohmwrecker to help it hit harder. Your statement only is true with the values for the Ohmwrecker on live.

I just noticed that the death timers will start getting longer after the 35 minute mark instead of the 25 minute mark, but get longer twice as fast. You're likely going to have longer games because of that.

KilljoyX1 votes

Well it seems most people agree with me which is unfortunate.

Grand Eleven1 votes

It reads like a split-push deterrent to me. Forcing the game to be won with team fights. I'm mixed on that if true.

Darkwind1 votes

uh................. let's just take a look at that last statement for a second: a full item mundo dying in 4 seconds? not even remotely, vaguely accurate. not even as an exaggeration. it takes 6.5 seconds to get to that 100% armor pen. i'd say that now an inhib tower probably takes about 25 seconds to kill a full build mundo (who uses his ult optimally). there was a time when with full build i could stand under an inhibitor indefinitely because of my ult regen. you VASTLY underestimate how tanky a true tank can get.

Also, this is only armor pen; it doesn't make it into true damage. Champions like alistar will still be impossibly tanky for an inhibitor turret.

no argument that this will most likely make games last longer, but let's not get carries away, yeah?

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