Item Concept: The Creator's Staff. Something to help with towers

abdul569·3/29/2016, 4:44:48 PM·28 votes·1,537 views

I think we all can agree that towers are pretty bad. So I was thinking of an item that can help buff then if you build it. Now bear with me on this, it is pretty unique idea and has augmentations so you can choose what your towers do.

First of all the build path item 3105 +item 2053 +300 gold (total 3k) +500 gold for augmentation (total 3.5k) Stats: 40 armour, 25 mr, +250% hp regen , +200hp Unique passive: legion grants nearby allies 10mr Unique Passive: increases ms when moving towards a turret

Not very impressive at the moment, right? But for 500 more gold you can augment this item for a bonus effect. Passives in bold can't be team stacked ie. having 5 team members with the same augmentation will only grant the effect of having 1 person with that augmentation. _ Italic_ means that it is an active augment. normal writing means it is a passive but can be team stacked (having 5 members with the same item augment means the passive is 5 times as strong) Apart from the actives, this item affects all ally turrets Final note: You can't have more than 1 of this item per team member (like jungle items)

Onto the augmentations!

Unique Passive: shockwave - when the turret fires a missile, also sends a shockwave that does aoe dmg to the surrounding area equal to 1/4 of the missile damage Comment: This helps with the massive minion waves when your turret is just focusing 1 minion at a time. Edit: might become an active which is global and cd is 1 min but shockwaves last for 30 sec

Unique Passive: Plunder- For every minion killed by the turret, add 3 gold to the 'bank'. Upon destruction, the bank is depleted and team members gain an equal share of what was in the bank Comment: helps losing team gain something back. also since turrets get easily destoyed, there won't be much in the bank for destroying consecutive turrets

Unique Active: Revive - (5 min cd) Revive an ally turret with half hp comment: something like azir passive but longer cd. doesn't work with enemy dead turrets Edit: clear rules must be set such as only 1 revive per turret/game or that this item only works on inhibs

Unique Passive: rapid fire- increase turret attack speed by 10% comment: can be team stacked so 5 members with this augment means 50% bonus attack speed

Unique Passive: Void Summon - choose a ally turret and make it a portal for voidlings (lasts for 2 min, 3 min cd) comment: you can also buy portal and have loads of voidlings! only works on 1 turret at a time per person (so you can't have 1 turret bearing 5 voidlings at a time but you can have 5 seperate turrets each with this active on them) Note: useless when all your turrets are dead

Unique Passive: Last Chance - For every ally turret + inhibs dead, reduce death timers by 2 seconds Comment: All 11 turrets and 3 inhibs gone? that's a 28 sec death timer reduction. Does not team stack so you can't have instant revives. RIP Revive summoner spell. (but if it's that stage then you are unlikely to win)

Unique Passive: Power comes with age - every minute, towers gain 100 max hp, 10 attack, 1 armour and 1 mr. Edit: Probably gonna be a 10 min cap of 1k hp, 100 attack, 10 armour, 1 mr (like ROA) comment: you need to buy this item first b4 the towers slowly grow more powerful. Maybe towers become too powerful in hour long games so numbers may be tweaked or have a cap? (if someone buys this augment at 20 minutes and the game goes on for an hour that would mean towers have 40k more hp and 400 attack.....so a cap is most likely needed)

Unique Passive: Shield -Upon receiving damage under the tower from a champion allies under the tower receive a 200 hp shield (30 sec cd). stackable so 5 team members with this gain 1k shield. Edit: someone said shield may be too strong so possibly have 200 base +50 per person with this augment

Pros: stronger towers! different combination of aumentations (I added several augmentations so if it does turn into an item, as unlikely as that is, some can be scrapped) Unique

Cons: May become the must have item Too stong towers? doubt it but it is possible towers too weak still? yeah possible No one buys it - may take time for people to use like the zzrot portal

TLDR: a 3k item with alright tank stats that you can augment for 500 gold more for bonus effects on your towers.

Hope people upvote this and comment on possible other augmentations and ideas plus feedback

15 Comments

V The Support V3/29/2016, 5:30:20 PM6 votes

No Ideas, just.....

[slayer-pantheon-thumbs]

mrzimsmece123/29/2016, 6:29:35 PM3 votes

Riot give this man a cookie [zombie-nunu-hearts]

RisenDarkKnight3/29/2016, 6:55:23 PM3 votes

This seems like a cool idea, but I would defintely scrap the revive augment. It could result in really long, slow games if both sides are just constantly reviving turrets. The other augments would be neat, though!

anikay3/30/2016, 6:09:42 AM3 votes

First off, an item that grants Armor, MR, and HP is too slot efficient just in general as it allows defense against all types of damage wrapped up in one neat package.

If you'll notice there are no items that grant all three of these stats in the game. (Excluding Guardian's Horn) There's a reason for this.

That said the stat efficiency is rather poor on its own which may PARTIALLY make up for it being extremely slot efficient. Only taking raw stats (for the owner) into account you have: 40 AR, 35 MR, 250% HR, 200 HP 40 AR = 800g 35 MR = 630g 250% = 750g 200hp = 533g Total is = 2713 Meaning the point runner passive is valued at 287 gold whereas it is valued at 25g on a raptor cloak.

But now we get to the REAL problem with this item. It doesn't fit any one niche, I note that you point out certain effects can stack and therefore encourage multiple members on a team to buy said item. However this is the exact OPPOSITE of what we want to do.

Making an item that has super great utility, some decent defense stats and stacking effects just means that players will simply find the best combo of passives and then all 5 members will buy the item; cutting down build diversity. You've basically made a better alternative to Guardian Angel with this item as it is.

Playing support? The Aegis makes the build path easy and good for you, rush the Age enchantment after SS.

Playing top? Rush the Bank enchantment starting with whichever item is best for your lane.

Playing mid? Probably not something to rush but grabbing the Shockwave enchantment second will allow your entire team to start roaming (including you) because nobody can shove hard enough to take your turrets.

Playing ADC? You might forego this item the entire game, but it gives such great utility and it's better than GA in raw stats; you'll probably buy it some games.

Playing Jung? It's really dependent upon which Jungler you're playing tbh. I could see somebody like Kha completely ignoring this item but J4, Sej, Zac, Elise, Lee, Eve, Mundo, etc. would most assuredly purchase it at some point.

So in every game you've got 3/5 at least, 4/5 most often, and 5/5 on occasion.

While I like the concept behind the item I feel it could be significantly improved upon by changing the build path, stats, and giving the item a specific niche.

The other slightly smaller problem I have with this item is that it caters heavily toward defensive play. (If everybody on both teams buy it then it actually promotes very aggressive turret pushing and probably splitpushing.) Meaning if your team stacks up on these you're probably just going to play a very slow wave clear game and hold out until late.

The other reason to purchase this item (and this is the idea I REALLY like) is if you have a heavy teamfight team and they're constantly trying to avoid that by splitting. Combine this with an Ohmwrecker and you've got a tank that's waiting for the splitter to show his face before diving into a 4v5 under turret...and that's cool.

Anyway, good high level concept. Poorly put together imo. Please reply to my post and we can soundboard some more ideas!

I'm out!summoner 4

InTheory3/30/2016, 10:32:50 AM2 votes

[deleted]

Munisylc3/30/2016, 3:49:01 PM1 votes

Looks really good man!

As it goes, for more tower abilities, why not have:

  • Frost Touch: The tower's attacks slow enemy attack and movement speeds by 20% for 1 second We can even allow it to stack, with the tower's ability changing to "stuns the target for .5 seconds" if all 5 champions get this upgrade. If it seems too OP as a passive, it can be changed into an active with a 15 second duration and 80 second cooldown.
Dealth3/29/2016, 8:42:53 PM1 votes

Riot should just increase the armor and magic resist on turrets and give it some more attack then call it good... No need for huge complex items like this.

Evewynn3/29/2016, 10:06:04 PM1 votes

If riot were to add some sort of turret buff purchase, I feel like it would be best to be separate from inventory and champion stats.

For example, you could click on a specific turret that you are near in order to purchase upgrades for it. You could cap the amount of gold spent per champion, per turret, or both in order to lighten the load on supports (who would be forced to purchase anything like this to help their team, whether it be directly upgrading the turret or through an item)

The upgrades could also change the appearance of turrets in order to have good visual representation on how it has been modified. Could also use a separate currency, similar to black market brawler minions.

markeyto3/29/2016, 10:42:25 PM1 votes

or just buff towers ... XD jk your idea is way better #ritoplz

Blue Moon Wolf3/30/2016, 4:58:57 AM1 votes

I've always liked the idea of the augmented items and if Riot did it right, we could actually sit there and have augmentable items that cost more, but provide more utility. It would definitely be nice if riot added something like this during the mage update, as I feel we could really use more Armor/MR items that focus more on one or the other and those passives would be great for teams who are behind.