collective tower armor

Other People··3 votes·960 views

https://am-a.akamaihd.net/image?f=https://news-a.akamaihd.net/public/images/articles/2016/august/sos/turret.gif

tldr; what if every time a turret dies, a percentage of its armor goes toward the team's other turrets? and what if gold rewards are based on this dynamic armor value?

Volibear with me for a sec:

i realize that this puts a lot of pressure on mid, since your going to want to stick with focusing one line of them for the easiest push, but what if we change gold value from depth of tier to something related to the tower's armor when it does down. it expands the overall strategy of whether you want early game gold boost, or late game push value by deciding to spread out tower destruction or concentrate it. depending on how the enemy team is set up, you should be able to more accurately predict where they are going to try and push, and so it adds a nice little extra meta consideration. it focuses more attention on mid, but it also gives teams more of an opportunity to attempt lengthening or shortening the game based on their composition. it gives another level to things like split push, 1-3-1, and early deathballs.

ty all for reading, your thoughts will be greatly appreciated

7 Comments

Warlord Scrap1 votes

Games are actually significantly below time at 30-35 mins were they are supposed to be between 45-60 minutes but lol is starting to get more and more of the 5 min tdm people and less 60 min rts people.

BLACK REALM GOD1 votes

i agree. but to be fair - when a game's strategy involves xp and gold which is awarded by kills/destruction the amount of snowballing cant really be limited. most strategy games have minor influence from combat success and major from map control. league has little map control rewards. herald, drake, baron, dragon, and the red and blue buffs. they dont grant enough raw progression. items and skill points are stronger progression wise so that makes gold and xp a better alternative. essentially items and champions overpower the map at some point. that breaks the strategy aspect.

one could argue that the strategy is to overpower the map first. i disagree with that statement.

so it makes sense why the game feels better to some at a faster pace. more equals more. runes reforged though might fix those inconsistencies. im hoping that's the case at least. there's a whole lot of strategy involved in them is seems.

Warlord Scrap1 votes

but they definately weaken turrets and minions in relation to turrets. Any even though new drakes are roughly worth 300g per champ the stat bonuses are better for the odd game that does last to full build + elixer.

BLACK REALM GOD1 votes

yes. that's part of the slippery slope caused by the more = more functionality of the game.

sadly the reality is that you're unlikely to even attempt drakes if you're behind and with the insane amount of vision thanks to plants and such stealing from behind is practically suicide. makes for some great plays though.

when killing grants more kill potential with the game built around the idea that defense is secondary to offense that always creates a minor to major snowball effect. which is why most strategy games dont reward players with more resources for earning kills. only minor stat increases through veterancy.

Warlord Scrap1 votes

I think another not so talked about reason is the champs themselves. Champs have slowly become more flashy through time because the tech has increased. Remeber when vayne released and people when like omg why so much mobility. Now compare vayne to kalista. Vayne is slow. And other champs are definately worse. And while true damage seems to be less common on newer champs when it is its extremely good.

BLACK REALM GOD1 votes

that's true too. it's a complex symphony of outliers pushing the issue, but for the most part the more for more in the form of resource management is the main villain. resources being gold, xp, and of course actual resources like mana. it's by no means an easy fix. which is why the game plays arguably better at faster intervals.

Warlord Scrap1 votes

Oh its never an easy fix. Ive even in the past though of for items instead of them giving base stats give percent stats. To make champions more diverse and could also help slow the game down.

More from Gameplay

More by Other People