Small Control Point Change

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5n4keyes

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Member

09-24-2011

Ive noticed that ranged chars have a major advantage over close range chars when attacking a hostile who is standing on there own control point, as the control point doesnt shoot them due to them being out of range, added to this, the damage output of these things is pretty token.

So, insted of the control points having a turret, insted they should give an aura, give bonus ad/ap bonus life steal, bonus health regen, basically allowing them to be defended but requires you to be there to do it, and solves the range issue.


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BadgerBarrage

Senior Member

09-24-2011

Quote:
Originally Posted by 5n4keyes View Post
Ive noticed that ranged chars have a major advantage over close range chars when attacking a hostile who is standing on there own control point, as the control point doesnt shoot them due to them being out of range, added to this, the damage output of these things is pretty token.

So, insted of the control points having a turret, insted they should give an aura, give bonus ad/ap bonus life steal, bonus health regen, basically allowing them to be defended but requires you to be there to do it, and solves the range issue.
Couldn't the melee characters just stay on the far side of the turret? When the ranged character tries to run around without taking any turret aggro, the melee champ just moves again. Whatever happens, they're still wasting time.


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Pissfer

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Senior Member

09-24-2011

There's also a couple things called Garrison and Teamwork