Turret plating really needs to be removed

Yenn··3 votes·1,505 views

This mechanic makes no sense and only serves to be an additional 'fuck you' to the losing team, as it's a free source of gold for the winning team.

https://imgur.com/x7o34mX

In this game, Vladimir literally did nothing but AFK push down mid lane. I had to leave three times to stop dives on bottom and top, who were feeding pretty hard, and successfully did so.

Except each time I left lane, Vladimir got 320 (more than a kill) worth of free gold from the turret plating. These games are already extremely frustrating without this.

This mechanic actively punishing me for even attempting to help my losing lanes is ridiculous, and in 9/10 games, the winning team is the only one that really cashes out on plating. This dumb shit honestly shouldn't have even made it beyond pre-season.

7 Comments

Inkling Commando3 votes

Plating was a good idea but how they made it work was not. Plating should NOT give extra gold and/or should act as a summoner 21 of sorts forcing you to knock the Plating down first before getting to main turret. cause right now turrets (outer ones at least) are even weaker than before.

Iota Theta3 votes

So, you left lane to help your team, and your enemy took advantage of you leaving instead of...what? Sitting there farming minions? Trying to follow you? That’s not necessarily AFK pushing if he didn’t follow you, that’s him pushing an advantage in waveclear and getting rewarded. Could the gold be reduced? Sure, but honestly, if you went down to stop dives and didn’t convert it into anything, that’s on you guys. You both played to the champs strengths (roaming vs battle mage waveclear)

Terrible Jayce1 votes

It makes it harder to carry, that's the point. If you have a winning team, all you have to do is sit and push and you get tons of advantages from that. Meanwhile somebody who has to roam and help their team loses much more than they should. You already lose gold, exp and tower damage the enemy shouldn't get free gold on top of that. Riot just hates the idea of a person being able to carry. For 6 straight seasons now every change they have made has made it harder and harder to solo carry.

Iota Theta3 votes

{quoted}

It makes it harder to carry, that's the point. If you have a winning team, all you have to do is sit and push and you get tons of advantages from that. Meanwhile somebody who has to roam and help their team loses much more than they should. You already lose gold, exp and tower damage the enemy shouldn't get free gold on top of that. Riot just hates the idea of a person being able to carry. For 6 straight seasons now every change they have made has made it harder and harder to solo carry.

It makes it harder, that’s the point. Roaming champs used to have it easy, because they could roam to help a lane, get a kill, come back, and unless the opponent was able to farm incredibly well, the roamer had the edge. And then they’d start snowballing. Now there’s some extra risk to roaming, as a champ with strong enough clear can take some plates and maintain even footing. They can get something for pushing to punish the roam. This is a good thing. Chip damage was always valuable, but now there’s also an extra incentive to not be a roaming champ.

Yes, they have made it harder at times to solo carry. Interestingly, there are counter views on this from people. An aspect of solo carrying is snowballing from playing well. You get a lead on your opponent and you can translate that into power vs others. Yet, not too long ago, we had massive complaints of snowballing, how one lane lost can be a lost game. They’ve gradually worked in more mechanics for comebacks, to make snowballing less of a thing in some instances (others it is worse, true). And..this is a team game, so while solo carrying is a thing still, the overall focus should be on the team as a whole.

Yenn1 votes

[{quoted}](name=Iota Theta,realm=NA,application-id=3ErqAdtq,discussion-id=0jl3b0uM,comment-id=000200000000,timestamp=2019-02-05T14:40:45.982+0000)

It makes it harder, that’s the point. Roaming champs used to have it easy, because they could roam to help a lane, get a kill, come back, and unless the opponent was able to farm incredibly well, the roamer had the edge. And then they’d start snowballing. Now there’s some extra risk to roaming, as a champ with strong enough clear can take some plates and maintain even footing. They can get something for pushing to punish the roam. This is a good thing. Chip damage was always valuable, but now there’s also an extra incentive to not be a roaming champ.

Yes, they have made it harder at times to solo carry. Interestingly, there are counter views on this from people. An aspect of solo carrying is snowballing from playing well. You get a lead on your opponent and you can translate that into power vs others. Yet, not too long ago, we had massive complaints of snowballing, how one lane lost can be a lost game. They’ve gradually worked in more mechanics for comebacks, to make snowballing less of a thing in some instances (others it is worse, true). And..this is a team game, so while solo carrying is a thing still, the overall focus should be on the team as a whole.

Unfortunately, you have absolutely no idea what you're talking about, and you're taking things you've read about completely out of context.

  1. Comeback mechanics flat out do not work in favor of the losing team at high MMR. They only funnel more gold into the already winning team. It takes a massive mistake on a level that rarely happens to utilize these mechanics, and even then, only scaling champions can really take advantage of it.

  2. The complaint about 'one lane losing snowballs the game out of control' was specifically in reference to bottom lane, because the first team to lose their turret completely loses control of the majority of the map, and that's still the case, but it takes longer for the turret to be lost.

The reality is also that most games are over within the first 10 minutes, with one team being down 10+ kills, before you even have a chance to do anything as a team. If the focus is going to be completely on the team, and solo carry potential is going to be neutered like this, then something needs to be done to mitigate games where multiple lanes are basically AFK feeding.

Daddy Ants1 votes

Plating needs it's gold gained reduced by 50%.

If you get 5 plates + first tower gold that's like 1,000 gold for very little effort.

lolipopevelynn1 votes

{quoted}

Plating needs it's gold gained reduced by 50%.

If you get 5 plates + first tower gold that's like 1,000 gold for very little effort.

Shouldnt have gold period. Defeats the purpose because now people try to rush it down after a gank because its so much gold.

More from Gameplay

More by Yenn