A creative solution to snowballing

Spoofghoul··32 votes·1,822 views

basically 2 things

  1. Give towers a small amount of health regen, so succesfully defending one for a looong time actually means something and allows you to keep more control of that map section.

This will help in many situations for example when i play sion into yasuo i know i lose that matchup earlygame untill i get sunfire cape or at least bami cinder and a chain vest then i can hold my own much better

But by that time i have been pushed in alot had to base an extra time and mu turret, because of all that is laready half health, even if i can after succesfully defend it for another 20 minutes its still half health. Just from having a bad early lane matchup you can be stuck with a really low tower for the rest of the game even if you manage to pull even again and defend it for a long time.

Imho its ok to lose early lanefase vs a bad early macthup ofc your turret will suffer too, but if you then manage to keep it alive and defend it very long it should at least regenerate a bit. I think it should be up to the one with the stronger early game to utilize this to actively pull themselfes ahead and then use this to force down a turret either with help or forcing your opponent out enough to take it yourself or at least more quickly after lanefase ends.

This way a stronger early game relative to your lane opponent doesnt result in auto snowball simply because their turret will drop much quicker even later on into the game simply by being able to whittle it down over 10 minutes by doing nothing with your power advantage.

  1. An item which allows you to rebuild a fallen turret, this could be a 30 second channel with a 30-45 second cooldown if you get hit by damage the channel is cancelled or alternatiuvely if hit by cc if it's too ineffective It will be a challenge to rebuild a turret because it will take a decent amount of time to do and is easy to interupt which creates a minigame where you can utilize the item to restore a turret if granted enough time by your opponents.

To prevent abuse too much the item should give tanky stats but at lowish gold efficiency so you would really want it for the active.

The item will require teamwork to restore a turret and can often be disrupted by a single opponent for example a xerath with his utlimate could easily interupt it then the item would go on cooldown.

before anyone say but restoring turrets is overpowerd, there are many balance levers available. for instance

The amount of health the turret will be restored with, this could easily be something like 25% after channeling for 20-25 seconds and the remainder channel regenrates it up to 50 -75% the amount of gold restored turrets would give, this can be regular turret gold or only local gold or even reduced gold if gold is an issue

These would be 2 things i'd love to see in league

Edit:for clarification im talking about roughly 100 health regen per minute with towers having over 3k health it will take a full game to regenerate which means you can't just opress someone in the first 5 minutes of laningfase and bring it down to 30-40% and take it super easy after your opponents defend it for a very long time.

39 Comments

Zerenza25 votes

Tower Regen is interesting but rebuilding tower's is flat out a no. The reason why is because it stalls out games way to easily, certain team comps would be all late game champions that just need items to become fed such as Yasuo,Vayne,Irelia, Azir,Sona and Gangplank. All they would have to do is stall the game out until the late-game hits by rebuilding tower's and then it becomes impossible to win against them.

Even with a health cap certain team comps and champions could really abuse being able to rebuild a tower, just look at Azir, he can already do that and it's infuriating.

Bladerunner77778 votes

Irelia isn't a good late game example

Irelia is known for her midgame powerspike so someone like Jax/Kayle/Akali would be better

(also Sona being good lategame is debatable depending on how you build her)

just nitpicking but I agree

Zerenza2 votes

I won a game because of Irelia's late game, 30 minutes in with no kills and 4 deaths, ended the game with 14/4/20 and a win at 45 minutes. I'm fairly sure she's one of the better late game scaler's in the game. I'v never seen a kayle hit late game and be better than she was mid-game, sometimes she's quite a bit worse. Akali i feel needs to be fed to scale well into late game.

The Blue Rajah3 votes

Wow, she scaled so hard into late game one of her deaths disappeared! That's incredible!

Zerenza5 votes

I'm half blind i thought it was a 4 XD my bad

LankPants1 votes

Irelia's late game isn't great because she lacks teamfighting abilities compared to other toplaners. Compared to champs like Sion/Jax/Gnar/GP Irelia's really weak lategame because she only brings single target focus in fights, while all of the true scaling top laners bring AOE threat as well.

Akali is a midgame spiker similar to Irelia for the exact same reasons as Irelia, they're actually very similar champions. They both bring mostly single target threat and spike with a single item, (Tri and GB) they are also both great at sticking to targets. If you think about the reasons why Akali starts to fall off late game if not fed they're basically the same as why Irelia does too.

Rian2 votes

I did not like it when riot implements the regeneration for inhib towers because this kind of mechanic can render specific tactics useless. Any kind of progress should remain no matter what. I saw a lcs game with a 4 tower trade but one team was able to damage the inhib tower (down to ~30%). However game goes on and guess what.. the tower was at full ap after some time. One team did a major mistake and could not be punished for it. In my opinion they should replace tower regeneration with something similar to gray hp from TahmKench. About 50 - 70% of damage taken regenerated over several minutes sounds fair to me.

Wolfbanez125 votes

this reminds me of the old donger passive he used to give towers health regen and he was really good at defending towers and donger was an anti tower dive champion. I think it is a good idea it would help they team maybe claw back and it will teach the def how to hold and make the attackers think more instead of brute force through the objective. Also only make the health regen active when someone on your team is nere by so that minions can take it and you can still get punished by split pushers.

Spoofghoul1 votes

yea i was thinking more along the lines of maybe 100 hp regen per minute

its very little but would be enough to encourage defending objectives

minions would still be able to apply toer pressure as will splitpushers

just something minor to defend against gaining advantages automatically just because you are stronger early on, it would encourage defense and focused offense of towers

this will cause better interaction rather then picking Viktor and mindlessly shoving waves in untill it just falls down after 20 minutes of shoving simply because you have enormous pushing power

it would encourage the Viktor to actually go to the tower and auto attack it very strong earlygame champions would be encourgaed to use their power to actively force you out of lane and chunk it down rather then push you in over and over

Pika Fox4 votes

Im assuming this will never happen because it is a massive nerf to early game champions/plays.

DeathBurst3 votes

Inhib and Nexus towers already have Health Regen. So I suppose there is a good reason if Outer and Inner turrets don't.

DænariusKhølerin4 votes

Well, don't just assume that. Riot has made changes to towers in just this patch which was released yesterday, so they don't have everything perfectly worked out.

DeathBurst4 votes

Sure, but the most simple/logical thing would be to have all the tower similar, and to add differences from there to solve specific problems for specific towers. If no tower had regen at all, you could assume they never considered it, but if some have it already, there is probably a reason they didn't give it to all of them at the same time.

HaloDragonX3 votes

Snowball needs to be nerfed again why? And turret regen is the worst idea. On outer turrets you nerf everyone, on inner and inhib turrets you kill split pushing. Snowballing doesn't need to be nerfed.

DeathBot6663 votes

Play Brand.

that way if someone starts snowballing you can melt it :D

TyrekGoldenspear2 votes

Brilliant.

Sire Hippington3 votes

The regen might sound like a good idea on paper, but trust me, it will help snowballing teams at keeping their towers save more than it helps teams that are behind. Teams that are ahead get most of their towers after killing an opponent and just burning down the undefendet objective, teams that are behind usually slowly wear down towers with minions and getting a few hits in as consolation prize when thier opponents roam or take other objecitves, but rarly enough to really take it down in one go.

Same for the rebuilt(besides tower rebuilding beeing not a good idea for other reasons), but that mechanic would again help winning teams more. They can asure they keep full map controll as it would be somewhat easy to rebuilt a toower should it ever fall for them, and if their opponents somehow manage to rebuilt a tower, it probably means the winning team lets them do so because they jsut take another objecitve and rather easily get that tower down for more global gold again.

DænariusKhølerin2 votes

I agree with the regen part. I thought all turrets had it until one day I saw only the Nexus turrets had it which makes no sense. However, I do think the healing should be very, very little so that chip damage actually matters to some extent. It should also only activate after a minute or two.

Ace Access 2 votes

yes for tower regen

but as for rebuilding them only for base turrets only

Warlord Zudane2 votes

I think it wouldn't be too bad, I understand what you mean. Maybe only allow for a small health regen for a set length of time - a slow timer for it, or what I think would work best: set a cooldown timer on it - no hits for 2 minutes begins regenerating, minion hits included.

Doesn't stop split pushing or even breaking off of lane. You just need to at least make sure a minion can get a hit in within 2 minutes. But: Successfully defend your tower that long and you get a reward.

The Yetii Rider2 votes

Tower regeneration makes split pushing significantly harder, I don't think Riot wants to do that.

Wolfbanez121 votes

thats why i added tower regen if it has a teamate nere by so you would still have to def it if you want it to regen

Hrkk Ptoo2 votes

Isn't that the point to play strong early game champions, so you can snow ball.

Partholonian1 votes

So only early game champions should be viable, in your opinion?

Playing early game champions should be a choice with disadvantages, not just a mandatory assumption.

Hrkk Ptoo1 votes

Not at all, What I'm saying is strong early game champions are strong in the early games and help the game snowball into an Early win. If an entire team comp is all Early game. A late game team comp will turn the game around once they reach 30 minutes. It still is a choice with a huge disadvantage if they can't close the game out. I main jungle and I prefer early game pressure champions like Gragas, Elise and Rek Sai. I found in my Recent games of playing Rek Sai the only champion to really hold up in late game building full tank if you have a decent late game comp (Or Adc). Gragas and Elise fall off for me* late game / In Team fights.

Laning Phase however picking up early game champs will help you control those late game threats before they become unstoppable. Vayne for example. Because of the existence of Hyper Carries we need late game champions to try and snow ball the game out and win quickly. Obviously there other variables at stake like skill and full team comps but In the discussion of personal picks, if you pick a champ and get countered picked thats life and you have to deal with it. Communicate with your team and organize ganks to shut down the early offender. I think regening Turrets in lanes is a horrible Idea and should not be implemented.

Eunson2 votes

Why is this being upvoted? Do you people want 2 hour games?

Rito Staff1 votes

Maybe not a tower builder but a Hextech-Turret-Infrastructure-H2000P360-regenerator. Basically add HP regeneration to towers

HTI-H20P360-R series

warpenguin5551 votes

my friends and i came up with a consumable item idea that lets you revive all fallen allied turrets at half health. it costed like 10,000 gold or something XD

billxx1 votes

The tower regen idea is good, not personally a fan of it but I can see why you might want it implemented. But the repairing turrets but I really don't like. Teammates being too dumb to interrupt it, team comps where they buy that, banner, and zzrot, and the feeling of hopelessness. What I mean by that last point is that people hate doing things that they feel have no effect. That's why people hate playing support, and why a lot of people hate playing against tanks. It feels like you aren't doing anything. If the enemy keeps putting up turrets and you have no way to stop them, it would be incredibly frustrating

CerealBoxOfDoom1 votes

giving towers regen will not help against snowballing as much as you think

actually it will just pressure people into more terrible fights due to the ticking clock

ZT Xperimentor1 votes

I'd like to see either of them implemented; but I doubt having both would help significantly against this meta of mobility & burst.

Tentacle Love1 votes

You want to let Azir double up on tower rebuilding?

Apocyliptic1 votes

These boards are ridiculous. Asking for tower regen? Do you want EVERY game just to get everyone to full build so it's more "fair?" That's ridiculous.

If you kill the enemy team, since this is a highly competitive game, you deserve to be rewarded, and giving tower regen and the ability to BUILD TOWERS is probably the dumbest idea I've ever heard.

Remember in Season 5 when towers had shields and it stalled out games? Imagine that, but instead the shield is permanent. Then giving the ability to rebuild a tower after you lost it? Sounds like you lose a lot and are salty.

SlashStriker1 votes

Health regen means you may never take it down Extra defense means you will eventually take it down

if towers have health regen than means if you fail they will regenerate to full health. This does not reduce the tower weakness. It just extends the game if you fail to take it down for some reason. There is where the problem arises that you may always fail to take down turret because every time you are back to destroy it it will be full health like before and the thing continue on and on and on

IMO towers should have more armor and resistance will make them more durable denying them easy early take down. You infict a damage and next time you are back the towers will have to same health as before. So now instead start things over you will continue where you left and eventually take it down

Blue Moon Wolf1 votes

An item which allows you to rebuild a fallen turret

Gee, I couldn't think of a single item to give that ability to.

http://i871.photobucket.com/albums/ab277/ANNNNNNNNA_bucket/Animated%20Gif/Tiny%20Animated%20Gifs/flashing_down_arrow.gif

item 3056 item 3056 item 3056

Tobias Brackner1 votes

Snowballing only happens when another team outplays you hardcore and keeps on outplaying you.

Git gud

Pierce The Veal1 votes

My suggestion was a new type of minion that spawns only when turrets have taken damage. They will go to the turrets and "repair" them, i.e. give them regen. Defending these minions long enough will allow the turret to recover completely. The minions will be somewhat tanky, and other minions will rush to their defense if attacked. This way, people who hold the fort long enough will benefit.

However, tower rebuilding is a no no.

Frius1 votes

item 3056 regen turrets /heal /whatever

Poske1 votes

Nexus towers and inner towers already have regen

30 sec Channel is ridicilus

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