New Item - Tower Lock Scroll
I would like to see a new scroll item for 250g implemented that can be used on any friendly tower, excluding the citadel, to prevent all damage taken by it for ~7 seconds.
I would like to see a new scroll item for 250g implemented that can be used on any friendly tower, excluding the citadel, to prevent all damage taken by it for ~7 seconds.
30 seconds is too long for 500 gold - especially late game. 500 Gold for 15 seconds.
Make the cooldown 20 secs as well. Casting time may as well be instant.
what is the tactical benefit to delaying damage to the tower?, surely any god that continues to attack a tower once an enemy god that turns up is likely to be off his marbles, unless its almost dead in which case all your doing is belaying the inevitable?
I think a better idea would be to have a scroll which you can cast onto a tower to restore N health, that way it acts as both this 'halt damage' but also as a way to quickly buff your towers back up to full strength.
That already exsist in-game. Its called a universal gadget.
"Oh dear, I'm low on health and mana/there are 2 DG's in my lane! Whatever shall I do? Oh, right. *lock+walk*"
I will be honest, i never thought to try a Gadget on a tower...
For 7 seconds, which which the OT suggests isnt enough time for you to go back heal and return before the timeout elapsed.
I like everyone's input, Thank you.
This Idea is up for discussion and input, and nothing is final.
My reasons for making the cost a low 250g is so that it matches the cost of the flag lock and is not too powerful.
Also, the reason I believe 7 seconds is enough is for the "tactical benefit" of stopping all damage by the giant creep wave that develops while your demigod can push back the enemy demigod.
My intention was not to cap, run, and heal, as this could be exploited by doing it over and over again and would be deemed as annoying and possibly OP.
My purpose is to allow just enough time to save the tower from the creep wave and force the enemy demigod to either fight you or retreat.
7-10 seconds is more than enough time for demigods with AOE to clear out the creep wave before the tower is destroyed.
Once the creep wave gets too big it becomes impossible to save the tower without an item like this.
It is beneficial to both sides, your enemy already had your tower beat so they have the advantage, this gives you the opportunity to push him back and take that advantage away from him temporarily.
If you fail to push the enemy demigod back in that time frame and they are able to kill you, then your tower is theirs and rightfully so.
Also many demigods, especially Regulus, will just continue attacking the tower even though you are crowding him if it is low on health and they know they can bring it down and retreat before you have the opportunity of saving it.
With this item, as long as you are nearby you can eliminate the possibility of your enemy getting a quick 1-2 punch and downing the tower before retreating.
There are many times I have wished I had just 7 seconds to stop damage on the tower which would be more than enough time for me to push back the enemy and save the tower.
7 seconds is good for early game because it will turn them back one time and will not force them to switch lanes.
Late game it is also beneficial because those towers will be hit by huge waves of creeps.
7 seconds is definitely enough time to fulfill this purpose, 30 seconds could cause some serious exploitation problems in the game.
The purpose is to force demigods to fight eachother and see who can push the other back first for control of the tower.
Ah yes, sorry, I was thinking of the 30 second idea. My mistake.
I think this sort of item has merit, but I think it would need refinement if implemented.
Sounds like it should be more like 100 gold to me. Past the early game, when the tower damage is no longer your primary defense, it's just not gonna be that useful. If enemy DGs are around, they'll just chase you off and by the time they get back to the tower it will no longer be invulnerable. If enemy DGs are not around, you screwed up if you're having to spend hundreds of gold to save a tower from creeps.
Hmm... a scroll that increased tower damage output+range might be interesting...
this scroll would be good in a game with high towers. can be very useful in having the opposing team wasting mana and skill usage on tower when the whole team tries to push it, resulting in them getting unecessary dmg.
my idea of wat it could be...
Tower lock scroll - 250 gold
For 8 secs, target allied structure negates all dmg dealt to it. During this time its health regens 200% faster.
also other ideas...
Tower Strength Scroll - 250 gold
For 12 secs, target allied structure deals 20% more dmg.
Tower Sight Scroll - 150 gold
For 12 secs, target allied structure gain +5 range.
Enhance Tower - 500 gold
Permanent result, does no tstack on towers.
+ 500 max health
+ 10 dmg
+ 2 range
As others had said, you can Gadget a tower for 2000 hp. I do this all the time if they push a tower early game, then run when I come at them with full hp and they are at 30%. The tower does all the dirty work of pushing them out of the lane for me ![]()
I would like to see this sort of idea implemented, though. It would probably have to be longer than 7 seconds though. 15 would be safe becauase it would provide enough time to walk to your base, heal up, then buy a TP and TP back to your critically wounded tower that would have died without the lock.
This is also an interesting counter to a portal-lock, if you could use it on your citadel... Though that could be game-breaking.
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