I had an idea for towers and Karthus
Seeing as they are popular and I've noticed them in my Aram games (I like shorter SR games because then I don't have to crunch out two hours to safely play league. unfortunately, the way it is now ARAM>SR imo). Please hear me out before someone pulls my bronze 4 tag (I hate ranked, grinds, and dealing with people who can't admit that I might be right... that third one isn't a very popular occurrence). Before I talk about this I just want to state these: ARAM is not a weird SR and SR is not a weird ARAM. They are different. ARAM is where towers should be strong because you have a team with you and where Karthus would theoretically be at his strongest (his E takes a large portion of the single lane).
TOWERS At the moment you can get dove upon pretty quickly in ARAM, minions or not. Makes me very scared for SR if there's that kind of disrespect over here. I was thinking of these changes: Tower damage- Towers deal 75 true damage per shot, doubling per shot. (75/150/300/600 where 600 is max) True damage makes building armor bad BUT health is good- this will make adcs/bruisers less able to just go ham. It will let tanks still do their job. Win win? I would set it to a 1.0 attack speed as well. Laser towers (inhib/nexus) would have a .5 attack speed but would double the damage every other shot to retain the double damage per second math. This makes them twice as dangerous but not broken. Tower damage to minion stays exactly the same. Tower hp/defense- Towers start at 100 armor/mr. Tier 1 towers have 2000 hp, tier 2 is 2500, tier 3 (inhib for SR) is 2500 as well, tier 4 (nexus) have 3000 each (there are 2, 6000 total). Armor/mr gain 5 per minute starting at 10 minutes. This is to help them scale into the game without becoming unbreakable. Towers stop gaining armor/mr once hitting 150. Again, don't want it to be impossible. 150 resist btw is around 60-65% reduction iirc. Someone check? Reasoning- If the damage scales per second and holds the attack speed it makes it harder for squishies/bruisers to dive but about the same on tanks. However tanks will not be able to just go afk and make a sandwich. On the other hand, partially increasing resistance will eventually make it impossible to just knock an entire wave of towers out due to death timers which are a whole other demon whose math I'm terrified to acknowledge.
KARTHUS In my opinion he's kind of fine in concept but not in execution. I believe he should get a new passive (would require an entire new post for full discussion). His wall should get a non-decaying 65% scaling slow, and I have a few ideas. Don't worry, not gutting your wall. Karthus Q(skittles)- Q delay down to .25 second delay. New bit of fun text to make Karthus more fun and more lethal. Karthus missed Q's will not pop up to 4 total (so you shoot 4 and miss 4, they will---) instead making a small marker on the ground. Enemies passing over will take half the Q's damage and receive twice the damage from Karthus E for 3-5 seconds (Scale on level) which applies once so no one shots on your q/e combo. Placing more than 4 q's will override the oldest one. So you can never have a million. Ever. Boost the AP ratio from 30-40%. Karthus W(wall)- I said the slow but I also thought it could be cool if it held charges and interacted with the E. Read below. Two charges total. One point wonder except for wall length and it will retain its mr shred value. Karthus E(fish pond)- If his E is hitting his W it should turn to solid terrain. This allows a version of hard CC in the form of literal zoning, interacts with his new W, and creates a more fun way to play Karthus. Granted it might be strong but that can be tweaked. Also reduce mana cost per second by at least half. Karthus does not need to build mana- that's not right. No one should be absolutely forced into certain items. Karthus R(doom cannon)- Honestly just two changes. A real cooldown that isn't fabricated to be "you will press this button twice a game total. good luck". Play Karthus and you will notice how unholy that cooldown is and cry. I think a 180/150/120 second cooldown is better than 200/180/160. I apologize but I'd take it from 60-50% ap ratio to compensate with the frequency. However I would let the doom cannon reveal all enemy champions during channel. :) Probably. Would be PBE tested if I had that capacity. Reasoning- these changes sound strong but to me the lich should be strong. There's no reason this guy should be ignored so heavily- if you go near his E or ignore him skittling, you should be horribly destroyed. However not insta deleted which is why the Q change is half on missed shots. I also keep reading them say "swifties and all this move speed kill us" so I figured a solid form of control would be more appreciated. I included charges for LC$ big plays and for functionality (its just a wall. really......its not a Jarvan ult...).
Anyone way, thoughts guys? OH! Almost forgot.
tl;dr- towers do true damage now. 75/150/300/600 per shot. the laser cannon do two hits per second doubling every other hit. Karthus gets more damage on q, less on ult. his e makes his wall solid and costs less while his w has a non-decay slow and two charges. Ult reveals and has less cooldown. q lays mine charges on ground to compensate for missed q which hurt for less.
Hope you guys like. :). I can't play Karthus that well with his kit because everyone moves off so if I get him in Aram I drop him like a hot potato. Also the towers are in bad in aram=terrible in sr? I could just be making a dum dum post, but I figured I'd try to be helpful somehow :C