Comeback Options

Okay Its Fine·7/19/2017, 4:35:11 AM·1 votes·257 views

There should be a few more comeback options if your team gets severely behind. It's getting tiring to see all the steam rolls, and hoping for them to throw if you want to win at that point. Games usually end pretty quickly unless the other team throws. I hate having to rely on a throw to win a game when my team is behind, or to hold hope that we last long enough for endgame builds.

I'm not sure how or what to implement as comeback options, but maybe something like decreasing the respawn time for your team's jungle, or buffing your towers based on how many the enemy team got from yours or something like that? Those could be very bad ideas, but I'm just trying to think here. There's got to be more ways to win without banking on a throw or a roll.

This is just something I thought of in a few minutes, so it's going to be flawed. Keep that in mind and please, for the love of fuck, don't tear my head off. It's a fucking idea, not a thing that's probably going to be implemented into games. Cool your tiddies.

Losing teams' towers should get some form of a buff, like increased attack speed, damage, or defenses based on how many turrets in that lane the winning team is getting. The buff gets decreased when the same towers in different lanes go down or something. For instance, let's say they demolished mid up until the inhibitor turret, and no other towers in other lanes. ONLY that inhibitor turret would get a defense boost and an attack speed/damage boost. (not both though.) That way, the winning team needs to blow up a top or bot turret to make the mid turret lose a buff or two, then continue to plow down through. It'd give the losing team a chance to gather their bearings and figure out if the winning team is going to keep pushing down the super turret, or try for different lanes.

It's a work in progress. Let me know what your ideas are.

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