Quote:
Originally Posted by Xpload
Riot stopped experimenting with Summoner's Rift when the Beta ended. I agree killing minions from one point on is pure boredoom and is very important so you cannot simply ignore it. I also have a few things in mind for improving it:
- Tower's bounty decays. We all know that loosing towers is inevitable. Late game towers die in a few swings. When I kill an enemy tower early on I don't feel like a winner. My creeps will push further ahead and I will be in bigger danger. This isn't worth the X gold I get 5 minutes earlier than the enemy.
- Increase minions' hp. So when I push my lane and gather a big amount of friendly creeps I don't "drive a gold train" to the enemy.
- Increase tower attack speed and reduce the damage. Pushing my lane and holding my enemy under his tower (as intuitive as it seems) is wrong and is disadvantage for me. Tower damage is predictable (two tower hits on melee then you last hit/ hit, tower hit, then you last hit casters). Also make it so towers target enemies in cases where no creeps are attacking it. So when creep waves collide near tower, the tower doesn't ignore you while you decimate it.
- Revert the damage nerf of the minions. ATM you can as well rename them to "6 wagon gold train".
From one point killing minion waves is so easy. If it was harder and more time consuming then prob people would fight each other and take risks as it will be worth it.
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The tower bounty decay is an interesting alternative to my destroying tower gives team + gp / 10 -- both look to accomplish the same thing -- reward the player for winning their lane and getting a tower early, since it has significant downfalls to kill already.
The rest of the proposed changes are interesting as well. I had more ideas for tower edits as well, I just didn't want to overwhelm my document with too many changes so I decided to focus on the core ones.
I was thinking something along the lines of -- if we gave the player more incentive to kill towers, than make them take longer to kill, and fire faster (possibly with reduced damage).
This would make it so dying at the wrong time doesn't mean you lose your tower to one minion push + champion before you have a chance to get back. Killing towers in a lane should feel more like a team objective, rather than a "I can't get to that lane within 15 seconds, that tower is as good as gone," ninja tactic.
The goal of increasing tower fire rate but lowering damage would be that they would be more efficient at killing minions (not as much overkill damage wasted per shot), but not be much more efficient at killing a champion (towers already hurt a lot early game).
Good ideas, I like the way you are thinking.