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Artifact, Invulnerability and the T3 Towers


MOTHER
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32 members have voted

  1. 1. Should the artifact be invulnerable until you take down T3 Towers?

    • Yes, you should take down all T3 towers first.
      6
    • Yes, you should take down at least two of the three T3 Towers first.
      13
    • No, taking down one T3 tower should be enough.
      13


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No one said anything about adding more towers magicks.

 

No one said anything about adding more towers magicks.

 

Sorry if I wasn't being clear. I was referring to the extra tower as it is an extra requirement to get a win.

 

If one comp is already exceedingly good at taking towers an extra one won't change it much it if they are pushing to the point it's an issue.

 

While if the other comp is only able to chip away at towers in comparison. You are only hurting that team by making them do double of what they are having a pain to do already.

 

In an over all sense I like the idea of all towers being down for artifact to be destroyed, but I don't think it is the right approach the fix said problem.

 

The pushers are the problem not the towers.

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Would be nice to have a tp item, a way to resurrect for money with a huge cd, and some anti-pushing item.

Regarding the topic - 2 towers is ok with me

 

Drafting doesnt change anything. Ive seen a bunch of inhouses with a surprise pushers combo. Impossible to stop this

Edited by mynhauzen
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i agree completely with ancient magicks

taking towers from more than 1 lane is easier with a push comp, it also provides your team with bonus XP and money opposed to pushing a single lane so i hardly see how any of these will help

once you have taken a t3 early game its hard to stop just the super creeps with all their buffs especially if not geared for it, this basically means the opposing team is now 1 player short, making it even easier

 

the only thing i can think of to make backdooring slightly harder is to buff the artifact according to how many towers are left in the game;

i.e. if you have taken all t3 towers artifact is exactly the same as it is now

but if they have say 2/9 towers left artifact deals 22% more dmg

if one team just trys to do a straight push through mid taking no other towers on sides 6/9 towers are left artifact deals 66% more dmg

 

and so on, this will hinder single lane rush push comps but you still wont slow genuine pushers till you nerf how much dmg they can inflict to towers by themselves

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Honestly, from a pub and pubhouse standpoint id like to see all of the towers substantially stronger making team pushing and team fights more necessary. At minimum an attack speed increase to all towers and perhaps a double attack from artifact alltogether. Perhaps the towers could be substantially buffed then get a small debuff when allied heroes are in 8 unit radius. I am not as knowledgable as many in the requirements of that coding but pubs seem to be all bd and split pushing but forcing pubs to work together would make the transition to IH and pubhouse better or easier.

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Agree with 2 towers, seems like a good middle ground, the moment after your first tower/suppressor falls is also a dangerous window for the backdooring hero to also take your artifact, this will help protect from at least that.

 

If it's really a landslide push they can probably just tank another tower to take the artifact anyways.

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Honestly, from a pub and pubhouse standpoint id like to see all of the towers substantially stronger making team pushing and team fights more necessary. At minimum an attack speed increase to all towers and perhaps a double attack from artifact alltogether. Perhaps the towers could be substantially buffed then get a small debuff when allied heroes are in 8 unit radius. I am not as knowledgable as many in the requirements of that coding but pubs seem to be all bd and split pushing but forcing pubs to work together would make the transition to IH and pubhouse better or easier.

i really like some of the suggestion in here, it would be great to see towers attack / defense based upon how man allied heroes and enemy heroes are within X units of a tower

it would also demote backdooring and promote team fights which i think everyone enjoys more

simple yet effective

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also something to do with overflow of cash lategame specially for carries

buy shinobi, phantom menace, silver soul, yamato keep these items in your base, then as you can exchange them for your items and buy 4 wards to place anywhere on the map as fast as you can

 

or start a 2nd build, 2x builds is op and hard to counter

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