Suggestion: Turrets

FrankieFusion··1 votes·285 views

Hey all, I'm not one that has really posted a lot on the forums, but I have played the game long enough to feel I have a generalized knowledge of what's going on. With that being said, I have a suggestion that I feel either; A) Someone could clarify to me, or B) Something could be done about this.

Turret Damage over the course of all game phases. (Early, Mid, Late)

I just played a One For All whereas my team was Malzahar and our enemy team was Yasuo. During the course of this game, I couldn't tell you how many times I watched all the yasuo's turret dive to get kills, and to me in the beginning, it seemed as if the turrets were doing absolutely minimal damage. I thought it was just in my head until I watched the turret damage late game as they pushed to win the match.

Literally it was barely affecting them at maybe 1/4 little health bar every second. That's not alot whatsoever.

My suggestion is making the turrets scale in damage much more to stabilize builds. Maybe have them do a % of a person's health rather than a flat rate?

If someone could clarify how the turret damage is sustained I would greatly appreciate it, but even so, I feel the damage from them should be a lot higher to suffice for ALL phases of the game whereas it would make turret diving something that you would have to coordinate rather than just ..... Do. It should take brainstorming and teamwork as we see ALL the time in the LCS and even from Gold+ in solo queue. (I watch a lot of pro's play this game and have been since season 2)

Thanks for everyone's time!

~Fusion

1 Comments

67chrome1 votes

If someone could clarify how the turret damage is sustained I would greatly appreciate it

http://leagueoflegends.wikia.com/wiki/Turret

I know Wiki's have a bad rap, but LoL Wiki is an extremely solid source - and you're much better just researching questions there than asking people here.

Literally it was barely affecting them at maybe 1/4 little health bar every second. That's not alot whatsoever.

25% is pretty solid.

And it's worth pointing out stronger towers = longer games, because you need to kill towers to damage a Nexus, and outside of a 5-man DC or surrender, you need to kill the Nexus to win. As such - towers are generally worth 1 extra champion on your side rather than being some unstoppable fortress. You should generally treat towers as 1 extra ally. If it's you and your tower vs. 3 opponents - probably going to end badly for you.

Also, ranged champions and highly mobile champions are perfectly capable of killing opponents hiding under towers without taking any damage at all. If you make towers erase anyone under them - it really limits the usefulness of raw defense as a means to survive long enough to do your job, disproportionately hurting a lot of fighters and tanks while making a lot of marksman and mages even stronger.

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