@Meddler: What are your thoughts on an item that lets you "spring a trap" on turret divers?

darkdill··12 votes·1,050 views

Turrets are reliably useless at this point, so I think we need some way for a player to actually make them do something useful. Now, Fortify (if you remember that Summoner Spell) could be the right idea, IF it's only for turrets in your proximity, but I doubt Riot would spring for making a turret invulnerable outside of a Bard ult.

So Meddler, what are your thoughts on something like this? What if there was an item that could let you punish someone for a dive by making the turret you're turtling under a major threat?

Bad gameplay because it extends games? Or could it become something dynamic? Heck, this could give Ohmwrecker more popularity if Ohmwrecker's active countered this item.

17 Comments

Praetor Don5 votes

So.

1000angrybees2 votes

I like this idea. could possibly shut down a lot of bruisers and assassins and make for interesting gameplay. on the other hand, people will bitch about it being 'OP' because they were dumb enough to dive a tower when you had said capability.

Jefftiffy1 votes

{quoted}

I like this idea. could possibly shut down a lot of bruisers and assassins and make for interesting gameplay. on the other hand, people will bitch about it being 'OP' because they were dumb enough to dive a tower when you had said capability.

Most people having something called a trap for turret divers. It's a magical thing called CC and if you don't have it you are meant for damage and are hiding under a tower and probably are in a bad match up. If they dive you, you should have no issues killing them or escaping.

I don't agree that towers should be as useless as they are now past early game, but I don't think making items to discourage helps. Then we get more champs like Vayne and Nasus that are late game and harder to shut down.

darkdill1 votes

This sort of "diving discouragement" would be counterable with Ohmwrecker. The question for your team is whether you want to use that counter, or risk springing the trap unsafely.

Crett2 votes

item 3841 Hyper Battery +250 Health +15% Cooldown Reduction UNIQUE Active - Super Charge: Empowers a Turret for 7 seconds, giving max Iron Solari Shield to the Turret for the duration. Any enemy champions attacking allies within the Turret's radius will be immediately responded to with 3.0 attack speed for 3 seconds. In the event of multiple enemy champions, the Turret will open fire upon all of them at once.

Bhagswag1 votes

Lol wut.

Crett1 votes

I would never make a broken item design

Ehkrickor2 votes

I have an idea for the active of this Item which would make it... well... situationally overpowered against High Damage squishy dive champs but only marginally useful against high health dive suit champs that get out of hand occasionally like Nautilus or Zac

Shuriman Foci

+100% mana regen +50 Armor +10% CDR

Unique passive: Point Runner Builds up to +30% move speed over 2 seconds while near towers

Active:Bastion : When activated it Empowers the tower for 2.5 seconds increasing attack speed by 50%, projectile speed, and adds 25% splash damage, (empowered towers prioritize champions, cannot be used on the same tower more than once every 20 seconds, If used on a tower effected by item 3056 cleanses the effect but does not increase attack speed. adds ) Builds out of item 3114+ item 2053 +item 3114 +500 G = Shuriman Foci

Cannot be cast on enemy towers because trolls are a thing that exists, can be cast on Azir 's sundisk but it also accelerates its deterioration by 35%

I think that fits more with the spring trap idea of the item concept, bolstering the defenses of a tower would be good but this i feel makes the tower more useful without increasing the time it takes to bring it down,

For example if a Blitzcrank pulls a squishy in under the tower and uses it immediately after a good tank could dive in and hit blitz, the empowered tower would focus him and the squishy would be able to get away or even destroy the tower before the tank dies because while it causes the tower to ignore the minions on the first target reset it doesn't prioritize squishy champs if the team reacts quickly enough it can be avoided, delay till next wave and counter it that way, it makes the towers more of a threat.

it is only vaguely a counter to item 3056, because while its active can be used to counter item 3056 the opposite can also be done, countering its bastion active with the shut down on item 3056

IcyPepper1 votes

For an item that gives additional cc (like twin shadows) but could be potentially deadly, it would have to have defensive stats to suit its defensive utility.

darkdill2 votes

Works for me. Make it build out of Raptor Cloak.

IcyPepper1 votes

I could see it building out of something like item 3067 or item 3024 too.

Cooldown reduction would suit an item like this (so your cc would be up more, and the armor or health would be useful surviving a tower dive).

darkdill1 votes

It'd have to be item 3024 , since Ohmwrecker already uses item 3067 .

IcyPepper1 votes

Fair enough! :D

And if you want to be the master of towers, you could build both for a healthy mix of armor, health, mana, and cooldown reduction!

And an assload of cooldown reduction!

darkdill2 votes

And health regen. Can't forget that.

Slamurai Jack1 votes

All this does is make split pushing even more irritating since anyone with these items will be able to defend towers while seriously outmanned. All making towers better does is make bad team play less punishing. You survive tower dives by having good rotations, not by using an item. If you get caught 1v3 under your tower, you deserve to die.

Crowe Stalker1 votes

So basically a reverse item 3056 or reverse {{summoner:17}} ? Well, how much gold is this going to cost, and what happens when you run out of turrets? it can't be a Summoner Spell because it'd become on the level of summoner 3 for early game champions like KogMaw but if you didn't make it a Summoner Spell, it'd need to be a ridiculously powerful Item to starve of loads of mobility crap like Vayne Thresh Vi triple dive. Yet an item so powerful would undoubtedly be a required purchase early on (which could further delay your Tier 2 Support Item and item 2049 lest you end up losing your lane even harder OR, in the case of a losing Top/Mid, would risk buying an item that would make you horrible. Zac Riven Malzahar Malphite and Galio all build very differently, so making an item efficient on any of them risks it not being efficient on someone else, just like item 3140 is not an efficient counter to Stuns on someone like Ryze Top or item 3157 on Nasus )

Riot needs to buff Turrets, they really do, but making an item is not the answer for that.

Valderis Vandala1 votes

Sounds like a neat idea.

The item could have a dual active based on your distance from an allied turret. Being out of turret range makes it active a teleport that can only be used on friendly turrets. Being within turret range turns the active to something that temporarily upgrades the turret or maybe gives you a good shield or gives short invulnerability. Having a teleport will allow players to return from the shop or aid another lane more quickly.

Other options; boost range of turret so it's not as easy to get away, or a slowing aura for the turret, or a silence aura for the turret, or an aura that disables dash abilities, have the turret prioritize champions first, boost turret damage with %health damage for use against tanky divers, give it multi-shot or area damage, have it apply grievous wounds to fuck with heals, give the tower a damage over time aura against anything that comes too close with %health true damage.

Make sure the active lasts long enough so you can use recall while under tower, that way you have an escape. Or save the teleport mentioned above and make it quick to cast while under the turret you empowered so you can escape to another turret like those next to your fountain.

If the item is cheap enough it could be a nice item for also making comebacks, you could give it abilities that would make it easier to last hit minions while near or under your tower. For example: you gain extra damage to minions while you or they stand within tower range, give extra gold for minions while you or they stand within tower range.

Give the item some stats that are useful for when you are behind so you can stay in lane better, like: Health/Mana regen (*% per 5s), little bit of Armor and Resist (25), some health (200), a speed boost while near the turret. Maybe have an upgrade path to a item that has way better stats but loses the tower related stats/active so you don't end up with a useless item later on.

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