Rammus Changes

Tuquin·2/9/2016, 9:35:47 AM·2 votes·859 views

I was thinking about making some changes to Rammus' passive and ultimate. His passive could as it is now Spiked Shell: Rammus gains additional damage as his shell becomes reinforced, converting 25% of his Armor into Attack Damage. NEW: When attacked from behind Rammus takes reduced dmg and got effect like thornmail. But with less damage. ' Tremor: Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him. Rammus creates tremors beneath him, dealing 65/130/195 (+30% Ability Power) magic damage every second to nearby units and structures for 8 seconds. NEW: Instead of being automatic triggered the summoner playing Rammus now has to activate "R" when they want a tremor activated. So if Ultimate is activated the summoner has got 8 sec and let's say 6 pulses maybe. The shaking is the same range. It does damage to all monsters, minions, champions and structures around it. And also applies a small slow effect every time it's activated and hits.

Was thinking that his ultimate animation could be that he jumps on his back (shell) so the ground tremors. And then lands on his feet again.

Maybe his taunt could be changed a bit also. So it's not point and click but maybe skillshot ish. But not so important.

Of course he would need a visual upgrade on his abilities and his model. And for gods sake give him new splashart!

What do you think?

6 Comments

ModThe Djinn2/10/2016, 4:02:30 PM2 votes

{quoted}NEW: When attacked from behind Rammus takes reduced dmg and got effect like thornmail. But with less damage.

This is problematic because League is not designed like Dota -- there's no turning speed. As such, this isn't a CHOICE -- it just means that a good Rammus will reflect all damage by clicking perfectly, and a bad Rammus will miss attacks and fail to engage properly by facing away for the opponent. It's no fun for anyone, and any amount of latency will wreck your attempts to click like a madman.

It's also not so good on a champion who wants to initiate by running at opponents...or on a charater who ALREADY HAS an effect that functions like Thornmail (his W).

NEW: Instead of being automatic triggered the summoner playing Rammus now has to activate "R" when they want a tremor activated. So if Ultimate is activated the summoner has got 8 sec and let's say 6 pulses maybe. The shaking is the same range. It does damage to all monsters, minions, champions and structures around it. And also applies a small slow effect every time it's activated and hits.

There's basically no change here, save that if there's NOT a cooldown you just spam them immediately on a single target -- if there is a cooldown, this isn't really any different from a pulse a second for 6 seconds, save that you have to press more buttons. What's the design intent here?

The slow is also probably unnecessary -- Rammus already has a huge AoE, a fast gap-closer, and CC. He doesn't really need more ways to keep people close to him.

Maybe his taunt could be changed a bit also. So it's not point and click but maybe skillshot ish. But not so important.

I might be inclined to agree if Rammus were especially dominant right now, but I don't think he really needs the change -- the simple nature of it is fine, given its short range and his susceptibility to CC on his approach.

Wenderwall2/9/2016, 10:54:32 PM1 votes

Please don't do this "When attacked from behind Rammus takes reduced dmg and got thornmail effect". The purpose of efficient game play and catching anyone offgaurd will be lost and attacking from back will become a curse instead of boon. (how will shaco's backstab be in this?)

From certain kill to certain death just becuz Rammus decided to run away.