The problem with Banner of Command is
that it serves no purpose to players. In its current state of being
Banner of Command is really just a toy for players to mess around
with and ultimate adds little actual benefit to players.
Let's take a quick look at the stats.
Banner of Command provides:
40 AP
30 Armor
10% CDR
10 HP/5
2360 Gold
Let's compare it to
Seekers Armguard:
20(35) AP
30(45) Armor
1160 Gold
Picking up Seekers Armguard gives up
more armor after a few creep waves and almost the same AP, but that
also leaves us with 1200 extra gold to spend. With that extra 1200
gold we could buy several items that would push us far above the base
stats of Banner of Command.
Codex - 820G
30 AP
10% CDR
Emblem of Valor - 650G
20 Armor
7 HP/5
Hextech Revolver - 1200G
40 AP
12% Spell Vamp (Generally providing
more regen than Banners HP/5)
Or one could just save up for a
Needlessly Large Rod to build into Zhonya's for 400G more than
Banner.
Banner of Command has comparatively
weak base stats and bad defensive timing compared to the Seeker's
Armguard at less than half the cost. On top of this, Banner of
Command is a fully upgraded item, taking up a slot with very sub-par
base stats. So, seeing that Banner of Commands gold cost is not
within its base stats, there is a massive amount of weight being
applied to both it's passive and active. Lets take a look at them
and why they are ineffective in their current state.
Banner of Command Passive -
10 HP/5
15% Damage to Minions
Let's assume you have a full creep wave
including a siege minion. And we'll place it at the 21 minute mark
for creep damage calculations.
Combined Creep Damage - 3 Melee, 3
Ranged, 1 Siege
229 AD Damage
195 AD Damage to Champions
344 AD Damage to Turrets
With the Passive of Banner of Command
+34 263 AD Damage
+29 224 AD Damage to Champions
+51 395 AD Damage to Turrets
If we assume turrets are running around
70 armor and Champions around 100, then we get.
+15 AD Damage to Champions
+30 AD Damage to Turrets
These numbers aren't too bad, providing
close to the worth of a Pickaxe to player in an optimal situation.
However, very rarely does this occur. Creeps are easy to kill, often
at this point getting instantly killed by AP mid or at least close to
it. With each creep that dies, the value of this passive goes down
and down. It's greatest use would be against a tower, during a split
push, when left alone. In this case, that passive of Banner of
Command would in handy. We can estimate that over the course of a
full wave only being attacked by the tower, that the extra damage
would be somewhere around 150-250 to a tower, a solid amount.
Against champions this is much harder to determine, but we can assume
it will be much less significant as the uptime of minions attacking
creeps is normally pretty low and hard to predict outside of the
early laning phase. Even if we consider it to contribute a healthy
100 damage (that's 6-7 attacks from each creep in the wave), the
value of that passive compared to a pickaxe pickup (which would
contribute guaranteed damage) is far far less.
As we can see, the value of Banner of
Command's passive is fairly low, situation dependent, and unreliable.
Personally, I'd value it around 200 gold, but that's just my
opinion. So what accounts for the high Gold Cost of Banner compared
to other similar items. It's Active. Let's take a look at it.
Banner of Command Active -
+500 HP
+.5 AS
+40 Armor
This is actually a very significant
difference. The 500 hp and the 40 armor almost if not more than
double the Effective HP of Siege Minions. Adding on the 30% less
damage they receive from turrets and these beefed up Siege Minions
can take a lot of tower hits. If left alone, a single minion wave
with one of these in it can deal 1/4 to 1/3 of a towers HP. With the
right timing this can be pretty significant. However, situations
where the creeps are left alone like this do not happen too often.
Let's look at two other situations and then at the most optimal.
Situation 1: 5 Man Sieges
There is not much to say about the
active in this situation other than it is extremely sub par. Since
it does not provide any MR, only the 500 HP affects casters, at the
point of 5 man sieges this is roughly 2 extra spell casts. If one or
two people would normally nuke down the creep wave, having 5
defending makes the impact of this HP increase less effective. Adding
on top of that the ADC damage will further decrease the extra time
the siege minion will be alive. At most, I'd wager that in a 5 man
push situation, this active would allow your ADC 1-2 extra shots on
the turret for that wave. At a 3 minute cooldown, this is pretty
insignificant. During a 5 man dive, the benefit would be even less,
as the minion will not take turret aggro, and the .5 AS increase is
fairly negligible after armor/hero reductions.
Situation 2: Split Push
In a split push situation, the active
becomes much more useful. The AS bonus and especially the Effective
Health increase will allow a split pusher in a 1v1 situation to apply
significantly more damage to a turret. This is especially true in
tank vs tank split push situations due to the enemy being slower at
killing the boosted minion, while be less true against more damage
oriented split pushers. However, there is a large downside to this.
By picking up Banner of Command you have dedicated a large amount of
gold into this active, making you weaker personally than you could
have been if you spent the gold differently. This most likely means,
that if they opponent choose to fight you, you will lose, as the
active is unlikely to help you in any significant or reliable manner
against champions. Being able to be 1v1'ed easily, effectively
cancels out your split pushing ability, so while Banner of Command's
active is more significant in a split push, opting into Banner of
Command is detrimental to your split pushing ability.
Optimal Situation:
In my opinion the optimal situation for
using Banner of Command's active, is when you are able to prevent the
enemy from being able to dedicate any resources to stop the buffed
minion. For example, using the active from base, to send the minion
down the lane opposite from the one your team will be pushing. This
is the only situation in which the active has a chance of shining.
Superbly timed, using it this way has to potential to result in a
turret kill, in extreme cases, maybe even two. The major problem
with this situation though, is the immense amount of logistics it
requires. Let's take a look.
Creep Wave Timing - Using the active is
limited to Siege Minions. Therefore your opportunities to employ
this strategy and make effective use out of the active are limited to
1:30 intervals.
Split Pushers and Teleport - If even
one champion is in the lane that you use this active on, its
effectiveness drops drastically. If you cannot force the split
pushing champion out of lane in time to react to your 5 man push in
the opposite lane, then your creep split push attempt falls to
pieces. This forces teams to HAVE to make a move even if one is not
available, or having the opt in to Banner of Command be detrimental.
Positioning - you must be in the proper
place at the proper time to effectively utilize. This makes your map
movements predictable and any plan to use this active optimally
dictates when the player(s) must be in position. Opportunities can
rarely be reacted to and seized by this active.
While at first, it may not seem
impossible, remember that the opposing team is going to
unintentionally and possibly intentionally hampering your ability to
pull of this optimal strategy. If your turret is being pushed, or
you are currently pushing a turret, you cannot simply back out of
your current action or required action to use the active. While you
can time your own actions, you cannot time the actions of the other
team. Even if you are able to manipulate them into the timing and
situation that you want, the reward you will get from the amount of
resources required seems hardly worth it.
So, as Banner of Command, in its
current form, is a sub par item in terms of stats and the active is
too lackluster to account for the stat gold sink that Banner of
Command is. What can we do to improve its viability as an item and
potentially as a strategy?
First, its gold cost and base stats
need to be looked at. Making this item more appealing outside of its
active would be the start of improving Banner of Command. How
exactly, to make changes to its base stats though, will depend on how
we want to define the purpose of its active. Split Push Power (alone
or with champions)? Combat Related? Siege Power? Group effectiveness
vs. Solo effectiveness. Here are my ideas.
Note - In all purpose I feel that
requiring the siege minion should be removed. However, having one
could provide extra benefit.
Creep Split Push -
Active: with this purpose in mind, it
would best be suited to being a globally targeted ability X number of
creeps near the target location would be either upgraded or buffed,
priority falling onto siege minions. A small HP bonus could allow
each creep buffed to take 1 more tower hit, and damage boosts would
help take down turrets. Against an undefended turret (no creeps
defending either) and with a siege minion, this active should
increase the minions damage to the turret by 25-45%. So if they
would have dealt 1/4 of the towers hp, a well timed use of this would
increase it to 1/3. Gaining gold from buffed creeps kills could also
remain.
In this role, Banner of Commands
primary purpose would be to give your creeps a way to push without a
Champion needing to be in the lane. As the item's purpose would be to
cause an effect on the map without champion involvement, its base
stats should most likely change to something more neutral/utility
oriented. Having another HP/CDR item choice would be nice,
especially if it came with a little bit of armor.
Siege Power -
Active: in this role, Banner of
Command's active would provide a massive defensive bonus to your
minions in a large area around you for a short period of time. In
essence, using the active would made your minions nearly or
completely invulnerable to champions (turrets would be unaffected)
for 3-4 seconds. This would allow Banner of Command to provide a
small window of siege power play for your team. Guaranteeing turret
damage by preventing your minion wave from being instantly nuked
down.
As for the base stats, they would stay
relatively the same, but with higher values. AP/CDR/AR are a unique
combination and provides a choice in item pickup. By increasing both
the gold cost and AP value, Banner of Command could be turned into a
more late game item, and further it's Siege Power Potential.
Split Push -
Passive/Active: turning Banner of
Command into a split push would come in two parts in my opinion.
Adding in a small passive to increase wave clear speed would be
necessary. I would give it something like, [on hit, chain lighting
will hit up to 3 other minions, dealing 10% of your AD]. As for the
Active, there are two possibilities in my mind. The First would link
you to X number of surrounding creeps, redirecting 15-20% of the
damage dealt to you to those creeps for 3s. This would give you split
push safety while being counter-able by being able to burst down the
wave of creeps. The 2nd idea for the active would increase your
AD/AP based on the number of nearby creeps, up to 5. This would give
you some dueling potential while split pushing.
The base stats could be done in an AP
or AD manner. For AP, I'd go with a solid amount, say 65-80 and some
HP, potentially with some MP/5 thrown in as well. In and AD version,
I'd run with AS/HP/CDR from to accentuate the split push power and
safety.
Combat Oriented -
Active: This one I think would be neat,
though it might not be as viable as the others. In this version,
using the active would give you "control" of all nearby
minions. For 5-7 seconds all nearby creeps would gain a damage boost
and would attack the target you attack with your AA's (like Champion
creatures). This would run with the minion central theme of Banner
of Commands active, and give the player reliable combat potential
from its use. The minions would also grant gold for their kills
while under this effect.
As for base stats, this version would
be AD oriented, primarily ADC/Fighters. AD primarily followed by AS
and potentially some Armor. Useful for going toe to toe with other
champions in 1v1 or skirmish situations.
And, I'm finally done! I always love
unique ideas and Banner of Command is one of them. I'd like to keep
its minion oriented active, but switch it into a more viable place
while increasing the base stats of Banner of Command to stop it from
being a sub-par buy.
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