I think is a good idea for next season
Here's a thought I had about a healthy way to change towers and open up playstyles without necessarily increasing game length significantly. Love to hear your feedback!
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Remove one of the turret plates, but maintain overall damage reduction. So for example if each plate reduces turret damage by 20% and grants 150 gold across 5 plates, instead we'd have 4 plates that do 25% damage reduction each. Same total HP on turret. A tiny bit less gold overall, and reduces the amount of impact you get out of 1 big play as you'd be more likely to only get 1-2 plates rather than 3-4. But at the end of the day the tower shouldn't really take longer to kill once you get the ball rolling. The idea there would be that if you keep the pressure up, you'll be able to continue to take plates. But if you don't keep your play clean, the other team will be able halt your momentum. Takes slightly longer to take the first play or two, but once you have the first two down the turret actually dies faster. But you get just a smidge less gold from killing the tower.
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Reduce the amount of gold granted by tower first blood, but slightly increase the flat global gold from all towers. Again the idea here is to just slightly curb the advantage you get from striking first. If you get first brick and keep up the pressure, you'll be on a roll because the overall gold increase will be higher when you start taking additional turrets. But if you start playing like a bunch of monkeys and chasing kills, if the other team takes a couple unanswered towers they'll be fully caught up.
The overall idea here is to curb the impact of one single big play, but actually increase the impact of consistently clean play. Right now there is too much value to be had from say, bring mid and jungle bot for a 4v2 dive, soaking up like 3 turret plates plus first brick. The game in its current state prioritizes being the one to strike first over consistency. My thought here with these changes is that one sided, clean play will be just barely less effective in like the first 8 mins, but will be significantly more snowbally heading into the mid game. So we're looking at more comeback potential in the mid game, and slightly less snowbally early game, but again if you play well in the early game and continue to do so as lane phase breaks down...then you probably have a slightly increased chance of winning.