Buff for nexus turrets

Pornstar Elise·11/5/2014, 7:28:08 AM·3 votes·1,043 views

Hopefully you have all read the plans to change turrets to deter different strategies based on what turrets you are on. If not,here is a link. http://na.leagueoflegends.com/en/news/game-updates/gameplay/preseason-2015-diversifying-objectives

So they don't have any buffs for the nexus turrets as they are already unique due to the fact that they are paired. They are however, looking into something. I propose a really cool mechanic that I borrowed from World of Warcraft raiding. Cough illidari council Cough

So what I propose... Why not link the turrets health pools together somehow? There are plenty of ways to do this.

  • You could make it to where when a turret's health pool reaches 0 and the other is still above... lets put a random number here.. 20%. The turret instantly heals back up to match the other turrets health. In theory you would have to lower both turrets at the same time to get them down.

So example. My team doesn't want to tank both turrets because there isen't a minion wave there but we aced them. We all pile onto the right nexus turret and leave the left one untouched. The Right one will just go back to match the left one after "Dying". This would force both turrets to be tanked / attacked adding more risk.

  • Nexus Turrets could have linked health pools but greater health pools overall. To take down both turrets you it would drop damage on whatever one you were closer to. It's health would drop slower than usual due to the linked health pool but once it died that meant the other turret went with it. Still adding to the danger of two turrets doing work together. The only problem with this is teams tend to stay in the safety of attacking one turret and sitting just out the range of the other. Maybe increasing turret range could help or maybe that kind of counterplay is intended by Riot.

Lastly

  • Nexus turrets can only die when the other is below a certain amount of health. Essentially if you ignore one turret and nuke the other, it wont work out.

Example: My team and I nuke Right Nexus Turret and it drops to 1 hp but doesn't die. We then get on the other turret and drop it to.. (random number here) 30% hp and now the Right Nexus Turret can die. This pretty much does what my first suggestion does in a less OP way. To add some clarity, Towers could have shields indicating invulnerability to a killing blow until the other tower reaches a certain amount of hp, then the shield expires.

Anyways, since Riot has been trying to add themes to each set of turrets and how they accomplish certain goals maybe these last stand turrets can be just that.

TL:DR Nexus turrets link hp or pull a TryndamereTryndamere. So any thoughts?

5 Comments

Pornstar Elise11/5/2014, 7:42:56 AM1 votes

I am going to go to bed, but I hope to see some of your thoughts tomorrow.

Pornstar Elise11/5/2014, 3:38:15 PM1 votes

Going to bump this because It was posted pretty late at night.

Pornstar Elise11/6/2014, 2:20:22 AM1 votes

bump

Pornstar Elise11/6/2014, 7:11:09 PM1 votes

Amumu

Caslugrin2/8/2016, 7:58:06 PM1 votes

Does riot even read these? I've seen several posts about the issue of nexus turrets being bad. Either they don't know(not likely) or they know about it and don't care. (very likely) A single super minion can kill a turret. Keep in mind theirs 6 minions with him. Both turrets focus the super, one gets destroyed and you have the other 6 to deal with, and the additional 7 behind them, which will probably destroy the remaining one. Nexus turrets need a passive where if no one is in the base area they do more damage to supers. Not asking for more damage to champs, or regular minions, literally just supers. Any argument you can make against it would be null.