Block Banner of Command in Urf (or at least change it)
Okay when I first saw this item in URF I thought it was pretty cool. A pretty much useless item in ranked becomes godly in URF. It's the spirit of the mode. But after coming against it time and time again, I have to say it makes for oppressive gameplay, in quite a few ways.
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If we estimate half of the champion pool to be AP based and the other half to be AD based, the banner of command punishes players for picking champions from half of the champion pool. In fact, it becomes almost necessary to have a full team of AD champions if the enemy team has 5 banners. Combine it with zz'rot portals (at least we can cast spells on these guys) and the defending team will permanently be on the defensive, while the enemy team is free to capture other objectives, like baron.
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It can be used as an ace in the hole. If you feel like your team is losing, and you somehow convince your team to all buy banners, you then force the game back in your favor, or at least push it back to even. That means you will probably win all your games if you implement this strategy as a last resort, or even use it from the beginning. As long as you can convince your team to back you up on it, you'll probably win, unless you start using it when the other team is just massively ahead, or has enough AD.
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It provides a very large reward for very little skill. All you do is use the banner and that's it. Your done. You follow that lane if you want to, or you can go roam to other lanes and do other stuff, and the promoted minions will do all the work for you. It's very effective by itself, but when you start spamming it x 5 and protect the minions, it just becomes stupid.
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It's not even restricted to the end game. Banner of command can easily rushed as a first item, especially with URF's gold gain, meaning it's possible to have 5 of them out by as early as 10 minutes (even earlier is likely). This means champions aren't even at a high enough level to really deal with the super minions.
There are probably more reasons but this is all I can think of right now.
Possible arguments against disabling Banner:
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Kill the minions. Obviously, this is the issue. The minions are for some reason immune and impervious to all spells. Only AD can harm them. With the current URF Meta, it's very likely to have more AP champions than AD.
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Don't run full AP. Well, that's one way of doing it, but this is solo queue we're talking about. The URF meta is basically all spell casters, and many of the viable AD champions in URF (I'm looking at you Zed and Malzahar, you cancers) are more or less permabanned. There are still viable choices out there but then, what if the whole enemy team buys banners? Assuming there are 5 banners, you'll need pretty much 3 AD champions, one for each lane to fight off potential promote rushes. Those champions will need to pretty much follow the promoters where ever they go, making it so their game play and experience is no longer dependent on their wishes, but the movement of the enemy team. That's not very fun. Plus it also forces players to pick certain champions even if they'd rather play other champions, or else they'll just lose in the end. Also not very fun.
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Run banner of command as well? I haven't tried this but it sounds like this would just stall out the game, which isn't what URF is about. Teams will basically promote all the minions they can, kill off any unpromoted minions, and then wait while the promoted minions duke it out while they try to poke each other down.
Solution: Disable the banner of command for urf. Either that or change it so magic damage can hurt the minions, even if it's 50% damage or something. This will at least prevent banner of command from being a complete curbstomper.
Anyway, those are my thoughts on the Banner of command. What do you think?