A case for Ohmwrecker: What can be done with this item?
One of the oldest items in League of Legends, and one named after an actual player (as it was created because of the 'Refer-a-Friend' system back in the day),
is an item that's always had a pretty interesting niche as far as an active: Deactivating all towers in range for 3 seconds to enable turret dives.
Sounds cool... right? Well, not exactly.
Ohmwrecker has a notable issue of being an item that's so rarely purchased, despite several iterations around its concept (starting as a purely defensive option, then moving into a hybrid HP/AP item, then returning to a full tank item). This is an issue that I feel cannot be fixed using stats alone, for the following two reasons:
- The active component of
, while powerful, is likely not something that can be given a stat profile beneficial to any particular group. This is because an offensive stat profile for the item would make it incredibly oppressive if it gave even remotely decent stats (due to making turret dives oppressively easy for offensive champions if it were useful to them), while giving it a defensive stat profile would take away from the usefulness of the active (tanks and juggarnauts are generally able to take damage from a tower for longer time periods than
can disable them, leaving other defensive options like
and
better if they need HP and Armor. Even
is better if they want the point runner passive from
.) - The longer a game goes on, the less useful the active becomes. With less towers, there are less times when the active can even be used at all, especially given (without Item Active CDR) the active has a cooldown of two minutes. This means you want to get it sooner than later, but again, other options for its stat profile tend to provide more useful active or passive components, and they remain useful throughout all periods of the game as well for a similar price point.
So what could be done to give Ohmwrecker a satisfying niche, without breaking it? I'd like to see some of your ideas, but here are some of mine (though one of them is an idea given by Meddler a few months back):
- Remove the current active entirely, and replace it with an effect similar to the Demolish Rune. This would give it an effect that allows a tankier champion to break towers without a larger damage threat (like
or
) present. - Give the active a defensive property; if it's used in range of allied towers, this tower becomes much more damage resistant and deals increased damage to minions while damage immune. This means that it can be used for last-ditch comebacks in the later stages of the game, and isn't a trap purchase should you fall behind while building it.
I think doing something like the above two would help the item not stay in complete and total obscurity, though I'm really not sure. It just seems like the item has a really obscure niche that's difficult to fit into a decent spot, given it's always been tower-related in purpose. What are your thoughts on
as an item, do you think one of the above options would make it have a decent spot in a champion's inventory, or would it need a complete overhaul with an entirely new niche/stat profile?
+ 900 gold
300 HP
50% HP regen
10% CDR
35 armor
. That might make it too powerful on assassins but most of them get in and out quickly either way.
[slayer-pantheon-thumbs]
