so, about Banner of Command.....and other minion items.......

xaritscin·1/17/2016, 7:43:22 PM·2 votes·1,785 views

why they have to be so underpowered, i dont get it. what's the point of having minion helping items if they dont really do their work.

yeah the item 3060 has the effect of item 3105 included but in most cases the active doesnt really rewards you, i understand that it may be for evading someone pushing towers while being sit under turret but it seems that's basically what the item should be doing. helping you to push. but the improved minion dont really seem to tank or help you in terms of damage unless the enemy uses AP which in that case can be a little bit underwhelming for the enemy.

maybe if they added a per lvl increase so the item could be used well into lategame.

now, about item 3512 with the current pace of matches it seems this is another item that doesnt really see some love. statwise is good if you want to tank and support the team. but the bugs are too easy to kill and they usually dont really destroy anything unless the other team is stupidly bold and ignore them. which is something never happens.

using minion items as an option should be a good addition to the game. i bet many people enjoyed the Black Market Brawler matches, i've never got to play them tbh. but the idea of adding small purchasable summons or empowering your minions should be too a valid strategy.

not only adding a buff like the Baron or the Rift Herald but having items that really feel they are helping the hordes to take down objectives. heck, even a temporal summon would be cool. even if it cant be controlled.

here are some concepts for possible items that could be usefull on psynergy with the current ones:

-an aura around the champion that doubles minion damage and healthpoints (wouldnt work with superminions). the idea is that they minions are reinforced as long as the champion is present. so it obligues you to stay with the minion wave and join the fight. it could have a small radius like Taric's W

-an active that doubles the minion's attack speed for a short period of time. it could be good as an offense or defense item since the minions would be doing boosted DPS against aggroed champions

-an active that summons a small and destroyable minion that can sweep around an area as a sentry. this may be a little bit half assed. its basically a Kalista sentry, but it would have a shorter lifetime and would be vulnerable to being destroyed. somehow usefull for checking on the river.

-a passive that increases the minion's armor and magic resistance based on a percentage of the user's own resistances. it would be interesting to use on tanks, specially during teamfights when the minions could resist and would help to further do damage to enemies.

-an active that allows the user to clone a jungle monster (with the exception of the largest ones or the scuttlecrab) and use them for pushing the lane for a short time (30 seconds maybe?). imagine being able to summon the double headed wolf, the crimson razorbeak or the gromp for help. it could give a good gold reward to the enemy if it can kill it.

-a passive that increases the champion's damage when being surrounded by ally minions maybe? or it could be even a mastery?.

most of the last works in the game have been around doing damage to enemies with itemization, first AP then AD and we had changes to tank items. but this type of items are a new field to explore and Riot should at least take a look on experimenting with new uses for them.

the Banner used to be popular for summon based champions like Malzahar or Elise adding some power to their minions but this was scrapped in order to empower a selected minion. maybe that concept could be applied again on another item with new restrictions in order to evade certain abuses Heimerdinger

thanks for watching anyways......

2 Comments

Vexful1/17/2016, 8:32:56 PM1 votes

I think you're misunderstanding the purpose of item 3512. It's not meant to solo take towers. It's meant for if you know you have a minion lane slowly pushing up to a side tower, you can get more free damage and push harder on that tower with this item WHILE being in the teamfight. You give up the potency of having a champion do the actual split but gain the ability to be in the teamfight. If you force the teamfight, you can get easy damage on a tower then go take it after the fight should the fight turn out well. If someone goes to break it "real quick", have your teamate with the best pick potential to force the 5v4. People underestimate that little bit of free damage on a tower, even though the first 2 towers in a lane don't regenerate hp, and this is more true considering all the effects that take place once a tower drops.

item 3060 "but the improved minion dont really seem to tank or help you in terms of damage". It's +100 damage, armor, magic resist, and +600 hp to your siege minion. I find this helps mostly to grab inhib towers. It's not going to be some OP remarkable tower killing machine, that'd be broken. These items aren't meant to be able to take half a turret alone because then you'd see it every game. The extra damage adds up through multiple uses. If you use banner three times while pushing then the enemy team has to auto it (mages have low ad, and if the melee get in range to hit it your team can hit them back) or let it shred the tower.

TL;DR: These items help take towers though not to the extent that they're "OMG it might as well be a champion!!!". It also forces enemies to make decisions of dealing with it while putting themselves as risk for 5v4 fights or getting in range to be picked off/engaged on. Also, most towers don't regen hp. Destroying more towers = better minons = minions pushing for you more = better item use.