What if there were requirements around inhibitor towers?
So with games leaning heavily in the one-sided snowball direction, defending for a while is nearly impossible once behind. Once a snowball starts, the momentum really stops almost all counteractions by the losing team. So why not slow down that unstoppable force a bit so the losing team has a chance? A good way to do this is by adding requirements for base taking.
These requirements would not be hard to do, and often would be easily achievable by the snowballing side, while the defending side would still have to show some extra effort to prevent them. However, if they do get prevented, the defending side should get a bonus reward.
So a few ideas for these "required objectives",
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Taking Baron and inhibitor tower change: Baron would be changed a bit so that unless you or an ally have the buff and have attacked the inhibitor tower recently (like within the last 2-3 seconds or so) the inhibitor towers have massive damage resistance (like 90% damage resistance or something) and increased rate of fire vs minions. These towers would be very hard to take down normally by a single unbuffed champion (by hard i mean it would take quite a while, but still would be do-able). But, if a buffed champion has damaged the tower in the recent few seconds, then the damage resistance is more or less removed and the rate of fire vs minions is dropped down around to normal levels (tower would basically be the same as currently or maybe a bit weaker). Lastly, the buffed team (whoever kills baron) will receive a defensive buff to all of their base towers which makes them immune to damage from all abilities, reflect damage, and significantly increased regeneration which is always active as long as one champion who has the buff is nearby.
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10 kills/25 assists or Rift Harold: Before any inhibitor tower can be damage by any means (aside from Rift Harold), a total of 10 kills or 25 assists must be reached collectively by one team. Once the 10 kill limit is reached, all inhibitor towers can be damaged.
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Inhibitor towers are immune to all forms damage before 20 minutes, save for Rift Harold: This would work to prevent those permapushers that just cant be moved out of the lane because of how easily they can shove it (
). Now those who are behind will have a "safe" area to hold their ground from so they can farm a bit safer without worry of being hard pushed to the nexus before they even have 2 full items. Rift Harold will still be usable though, so planning around that could become a nice strategy for early seiging. -
Stronger with alleys, weaker when alone: If the tower has more allied units (either champions, minions, or pets) then enemy units around it, the tower is much stronger. However, if the opposite is true or if there is an equal amount on either side, the tower is normal. If there are no allied units around then to tower is weaker than normal by a bit.