The problem isn't that turrets are too weak, the problem is that turrets are too stupid.

TotalJerk··31 votes·1,623 views

It's so easy to game/abuse turret aggro AI that it often doesn't feel like the turret exists. It often takes an eternity just to get even two shots off. It can also feel borderline random who the turret decides to shoot when multiple players dive.

15 Comments

deadlychuck6 votes

Honestly, it's harder to predict minion aggro to CS correctly than it is to predict tower aggro and dive tower at level 3 or 4.

GrievousFetus3 votes

Just have turrets always prioritize the lowest effective health enemy champion.

Jbels7 votes

{quoted}

Just have turrets always prioritize the lowest effective health enemy champion.

Then what would be the point of tanks? Part of the reason tanks exist is because they are there to tank turret shots for the team. If tanks are no longer effective at taking those turret shots for the team, we better be getting some damage buffs since our ADCs will be dying more quickly during dives, and most people would rather just play skirmishers in that case

xJLx MCHammer12 votes

{quoted}

Just have turrets always prioritize the lowest effective health enemy champion.

That's dumb

That removes any chance make any sort of play Tanks become obsolete

Thewannabegamer3 votes

Turret ai is anything but random.

SzGamer2272 votes

Which makes it incredibly easy to abuse. Have a tank lightly touch someone under tower while the tank's team destroys their enemies with no consequence. Tank steps off tower with ~1/2 health, and if they've built Warmogs, they regen that health back a few seconds later.

Automated Riven1 votes

I think it would be interesting if turrets got an aa reset when it swapped to a champion. That way you can no longer poke under tower without taking tower shots. Because if you wait until the tower shoots for a minion you can go in tower range and have a good second or so to deal damage and get out without taking damage

TotalJerk1 votes

Part of the problem is that turrets don't fire again until the previous missile either hits its target or is destroyed. You can abuse this by running away while a shot is mid flight to maximize the amount of time it takes before it can shoot again. This also makes it easier to trade under tower when the turret is targeting a caster or cannon minion because they are farther away, giving you a larger window.

AquariusGine1 votes

What are turrets? Those cannon minions that don't move?

But seriously, my team lost 3 turrets at 8minutes in one of our previous games

SzGamer2271 votes

A tank pokes a turret's ally to draw turret fire while a damage threat follows up to brutally slay them. Meanwhile, tower focuses the tank and lets the murderer walk free, thinking that it had done its job to the best of its ability and there was nothing else it could do. [slayer-jinx-unamused]

Xion The XIV1 votes

I know the feels. Having an ADC diving you at your turret they are well within range and yet even with the ADC hitting me with 5 shots it's just sitting there killing the minion wave. Or when the Towers decide it wants to shoot further this game. No what they need to do is turn the Turrets into a Laser and then have it do % damage while increasing the damage during the duration of tanking.

LordGeovanni1 votes

thats because turrents are to slow you can they fire faster the closer you are to them and they dont fire the next shot until the previous shot has hit so you can manipulate how turrents shoot by speeding up and using dashes

IainG101 votes

Speaking as an on-and-off Dive-tank Support Main, I abuse the turret AI's tiny little brain on a very frequent basis....

Melledoneus1 votes

I agree that turret AI needs to switch much quicker. It is extremely sluggish and never scales up.

But the 'randomness' is not even a real issue. The real issue is that turrets gain resistances so damn slowly. Even regular minion waves take down turrets fast because they scale WAY too slowly. I recommend the base armor be improved significantly and the scaling for 2nd and Inhib turrets jump forward a few minutes after when the first turret is destroyed. That way group pushes can be rewarded but the turrets don't feel weak as hell if you defend them.

VoraciousX1 votes

{quoted}

I agree that turret AI needs to switch much quicker. It is extremely sluggish and never scales up.

But the 'randomness' is not even a real issue. The real issue is that turrets gain resistances so damn slowly. Even regular minion waves take down turrets fast because they scale WAY too slowly. I recommend the base armor be improved significantly and the scaling for 2nd and Inhib turrets jump forward a few minutes after when the first turret is destroyed. That way group pushes can be rewarded but the turrets don't feel weak as hell if you defend them.

Could do something like Irelia's tenacity passive where if the allies around the turret and the enemies around the turret are equal, it's a has decent defense, if it has more allies than enemies +5% for each ally more than enemy, and less allies than enemies 5% less for each enemy more than allies to actually be able to somewhat defend them. Ya know, since you're talking about rewarding group pushes and also making them less weak when defending them.

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