New Towers

ylneveaH evoL··18 votes·1,184 views

I still think towers are a joke...Past 5 minutes, they are literally nothing more than global gold. I just watched a 200 armor Maokai tank both nexus turrets for over 20 seconds before he dropped to 1/4 health and walked out.

I think it's time that you guys finally just nut up and make towers do actual damage. I'm talking true damage, %health damage for the nexus and inhibitor towers. Not to mention the fact that a mediocrely farmed ADC can kill a tower in about 6 shots. I was excited when the changes came out for the new towers. I think that towers are essential to strategy in league, determining whether or not you can successfully seige a tower, knowing when to trade a tower for an objective or catching your opponents out of position, and taking advantage of the global pressure you get from taking a tower. But at this point, they are more of an annoyance and a way of getting gold, rather than something to be looked at in a serious manner.

Early game, towers are great, no one wants to dive, it's risky, but if you successfully pull it off, it is awesome. Past 5 minutes, they don't really do much. The range of a tower is that awkward length where an opponent can easily zone you off the cs without taking tower shots (melees more-so).

All in all, I am extremely disappointed in the strength of the towers. Baron is now a threat, and takes serious consideration on when you can take it, which turns the game into more strategy rather than brute force. Heaven forbid we have a repeat of season 3 where the goal of the game was get as far ahead early as possible and then brute force your way through everything and laugh at your opponents as they struggle to even make a dent on the game. This season is looking kinda the same way on the extremes. If an enemy team gets far enough ahead, it turns into a MASSIVE landslide. Like, oil up and bend over type landslide. But if it's a close game, it turns into a strategy game, and that's when split second decisions that help win the game come into play, the kind of decisions and plays that end up getting over 5 million views in one day and people then name a play after that person (like an insec, or a doublelift).

An easy way to deter an enemy team from landsliding the game is to make outer towers less gold, or make them scale in gold as time progresses, which will (hopefully) nullify lane swapping and fast push cheese strategies. As well, if you make towers stronger, it reduces the ease of brute forcing a victory. It will actually take some mental capacity to win a game when ahead.

Basically, when I watch or play a game of league, I want suspense. It seems rare to get games where you don't know who is going to win by 7~ minutes (higher levels of course).

On a side note, Junglers and supports and AD items have all had massive changes at some point (Spirit items, feral flare, new jungle items this season, support re-vamp, BOTRK and hydra, even tank items have received massive changes) yet mages are still relying on the same old hat and staff to get them through a game. How's about we get some AP diversity???

EDIT: The overall census is that the first ring of towers is near perfect. I lost 1/4 of my health trying to poke my enemy laner under tower, and he swung that advantage to get ahead in lane...that is balance...a misplay results in your opponent being able to swing the tides. Next game, i roamed out of mid lane, and their zed, in one minion wave took the secondary turret and half the inhib turret. All he had was brutalizer. This is twelve minutes into the game, and one person alone can take over a tower and a half within about 40 seconds with just one minion wave and one item. This is absurd! Please please please buff the towers

13 Comments

maikokk6 votes

its kinda funny that in trying to make inhib turrets harder to tank, they made them easier to tank.

sure, if you are standing there for 8 seconds trying to take a tower down with no minions you'll take more damage, but even this is easily survivable by stacking health.

but if you are merely trying to get kills under an inhibitor turret? you take almost no punishment for a quick dive... even less than the old turrets. even less than current tier 1 turrets.

i could safely say that its easier to dive someone under the inhibitor turret than under any other turret

ZT Xperimentor1 votes

That's riot logic fumbling the gameplay again (sigh).

maikokk1 votes

this "necrobump"

ZT Xperimentor1 votes

Hey, this post has more detail than most (shrug)

Rakan Garfield3 votes

Yeah, currently towers are a joke (once took one out is 6 aa). IMO, early towers should stay squishy to reward early game lane bullies. However, starting around 15:00 they should start scaling hard, and continue scaling until 45:00. This will allow early game champions to try and make a significant dent in the defenses, while preventing them from being able to do too much to the towers late game.

PrinceArchie2 votes

The first ones I sorta don't mind, but the subsequent ones are extremely underwhelming.

Sohleks2 votes

Turret health is too low IMO, and maybe inhib/nexus turrets could do slightly more damage

I wouldn't make turrets quite as tough as there were before though, because if I think about it squishier turrets nerfed siege stalling tactics and enhances split pushing tactics, which I think is a push this game needed coming out of last season

A character like Jinx just deletes the current turrets. I suspect in the up coming meta those champs that can delete turrets will be favorable

sakuda1 votes

Both the health and damage NEED to be buffed, including the non-laser towers (Health on the first ones are fine though)

Anomander1 votes

The towers now shred ar and mr meaning that players do a lot more damage to those taking turret fire. But the turrets themselves do almost no damage. I want them to increase the damage drastically against players

C9 Scott Free 1 votes

Brute forcing a win isn't bad. If you get stomped all lane phase then you deserve to lose anyway. Mages have good items as is. Most of us acknowledge that mages have the best itemization even if it is almost always the same build they can't change it much without making it worse.

ylneveaH evoL1 votes

Yeah, I see what your saying there. Which of course, if all lanes lose, then you are gonna landslide, that's just how the game works. But last season (and starting to see it this season already), one tower or one lane being ahead was enough to brute force a win. Games were ending in 35 minutes with such low kill counts because it became a brute force/stall and win tactic as soon as one side gets ahead. It was boring to watch/play and didn't showcase the amount of potential this game has

Direwolfiez1 votes

Inhib turrets are a joke. I tanked one as Ez, FFS. If that's not proof that there's something wrong, I don't know what is.

Theorchero1 votes

I think it should be impossible for champions to tank multiple turrets. I feel like turrets should penetrate armor wayy harder. I feel like 6-8 shots from a turret should kill any champion. If you dive an inhib turret it should be a very significant risk, even to a tank in the late game. When a champion is being attacked the laser on the turret should fully power in less than a second.

Part of this was shamelessly copy and pasted from a comment I made in another thread.

In general turrets aren't a significant threat come mid game unless you are a squishy tanking several shots. I'd also go so far to say that inhib turrets should have a small shield that gets regenerated as it attacks champions as well.

and

[{quoted}](name=Busty Demoness,realm=NA,application-id=mNBeEEkI,discussion-id=njA61LRN,comment-id=0007,timestamp=2015-10-10T14:36:02.179+0000)

I think there are larger issues with turrets than champions being able to dive them freely.

Even in a single lane with super minions, one super minion can tank both nexus turrets long enough for the other minions to do significant damage to one of them.

I think Nexus turrets need a significant buff against minions.

New special ability for Nexus Turrets: Chain Destruction Whenever a nexus turret attacks, the bolt fires through to 6 minions within its range for 50% damage. (Think Sivir's Ricochet but the bouncing shots can only hit minions and the damage isn't reduced past the first bounce.)

Now, this might seem a bit strong. It's supposed to. But the fact remains that super minions (which will be attacked first) also offer an aura increasing the defenses of all other minions around them (including other super minions). Those minions would not even be taking 50% of the turret's damage at that point. In addition, Baron buff makes all melee minions take reduced ranged damage and that includes turrets. The chain also happens when the turret is attacking a champion, but it cannot bounce to other champions at any time.

Basically, make Nexus Turrets an actual threat that CAN stand up to super minions. As it is, one super minion is a threat to Nexus Turrets, and Nexus Turrets can't be attacked until Super Minions have spawned at least once.

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