How can we make ohmwrecker viable again?
Make the active more awarding! Perhaps turning off ALL turrets on the map for a few seconds? Or maybe even buffing your own? I know this isn't a long post, but seriously.
Make the active more awarding! Perhaps turning off ALL turrets on the map for a few seconds? Or maybe even buffing your own? I know this isn't a long post, but seriously.
I think an interaction with your old turrets would be enough. Maybe something like increased fire rate?
Viable "Again"? when was it ever viable?
An easy way to make it viable is to give it the "Fortify" active as well, as in ... if you use it near one of your own turrets, it gives it invulnerability for a few seconds. This way it could be used to attack as well as defend turrets.
[{quoted}](name=Dominick Destine,realm=NA,application-id=3ErqAdtq,discussion-id=vecF1Pvx,comment-id=0001,timestamp=2016-04-11T19:46:55.257+0000)
Viable "Again"? when was it ever viable?
An easy way to make it viable is to give it the "Fortify" active as well, as in ... if you use it near one of your own turrets, it gives it invulnerability for a few seconds. This way it could be used to attack as well as defend turrets.
That would work! Considering how weak turrets are now it could be a cool active.
"again"?
that would imply that it was viable at any point in time. im afraid, its not possible without making the thing completely broken.
in almost every case its more worthwile to buy a standart armor/hp item to be able to tank more turret shots, than buying ohmwrecker. because those items dont just allow you to dive more effective, but also defend you better in all other scenarios. against champions, baron/drake ...
the only way to make ohmwrecker a good item would basically be to give it the same stats as randuins. and in that case it would just be stupid.
the thing is way too nieche to ever be good. and with how weak turrets currently are, do we even want it to be good?
Buffing your own would be good like {{summoner:17}} (that no longer exist) worked for dominion
Ohmwrecker is useless so long as turrets aren't dangerous.
The only way to make Ohmwrecker worthwhile is to make turrets more dangerous. Either make them less noodle-cannon and more fortified or make them more punishing to keep agro of.
Ohmwrecker is fine. Turrets are what's not right.
[{quoted}](name=Magnum Mack,realm=NA,application-id=3ErqAdtq,discussion-id=vecF1Pvx,comment-id=0004,timestamp=2016-04-11T19:55:20.528+0000)
Ohmwrecker is useless so long as turrets aren't dangerous.
The only way to make Ohmwrecker worthwhile is to make turrets more dangerous. Either make them less noodle-cannon and more fortified or make them more punishing to keep agro of.
Ohmwrecker is fine. Turrets are what's not right.
Tru. Maybe make the damage exponential growth non-stopping? Could help a bit
Turning of all turrets wouldn't really make it any more useful unless you are planning to coordinate two towerdives at the same time (which honestly will never ever happen in solo queue, and would be highly situational in pro play as well).
The problem is that turrets are a joke and thus inactivating one for 3 seconds is an equally big joke. Why buy ohmwrecker if you could replace it with a generic armour item that mitigates a similar amount of damage from turrets, while also being useful for mitigating damage that isn't from turrets.
having it act like a garrison spell from dominion might be interesting, but I believe they removed that from SR in the past and I'm not sure they are interested in bringing it back.