Buffing Ohmwrecker
I got this idea because riot has (for a substantial amount of time now), been having issues dealing with a certain gameplay aspect induced by siege mages: the fact that try as you migh, you CANNOT take their base from them, unless they missplay, or you commit to a fullscale turret dive, making for stale boring gameplay. you'll probly win anyway, at some point, but in solo q. there is always the potential for a throw, making these 10min+ turtles potentially hazardous. It also, at times, makes LCS frankly boring to watch. you know which team will win. you've known it for 20 minutes, because they've been standing just outside the opposing teams base for said 20 minutes and have 10k gold lead.
Annoying as heck, and sometimes can take a game you should have carried, into a game where your teams bad egg decided to initiate into fog of ward on a suspiciously lone AD carry, losing you the game through baron, and the fact that siege mages are... well very good at sieging? which they can now do 4v5.
But: what if i told you that there is an item that can stop a turret from attacking your team, allowing you to bruteforce your way into the enemy base? Or sneak top tower while they're clearing somewhere else? I present: Ohmwrecker.
only, it has a couple of minor drawbacks dunnit: 120 second cd to block.. 2 turret shots? 3 if you time it perfectly. it's just not enough to sneak a tower, or teamfíght in. it's also nowhere near sloteffecient enough to take on a nonsupport character.
So to change this world of constant waveclear and frustration, and also prevent any further nerfbats aimed at bomb-chucking yordles and elemental beings (whom are quite healthy gameplaywise at any other point in the game) i propose a slightly enhanced active:
Ohmwrecker Causes x damage to an enemy turret, shutting down it's function as a turret for 2.5 seconds and removing the backdoor bonus for 5 seconds. when the turret starts firing again it receives a 50 percent attack speed slow that decreases over the duration.
this would make the item much more effective for backdooring, as well as quickly and effectively dropping an already weakened turret, while at the same time letting you're team fight. effective use should negate approximately 50 percent of a turrets dps over a teamfight. allowing any team building significant amounts of tank stats to adequately pick a fight under the enemies turret, denying endless turtle.
The CD should be kept the same to make sure the item is not used just to use it (eg. additionall dmg + 3 extra ADC autos on the turret per wave), but rather as an actual strategic action, with a meaningful downtime, allowing your team to make plays unhindered by the stifling gameplay mechanic that instant wave clear currently is.