Yet another tower suggestion
There seems to be a fairly sizeable debate on the strength of towers and diving. You can't easily buff them without messing with CS or turning the game into a turtling scenario every time, as diving becomes super risky. OTOH, seeing non-tank champions like, say, zed reliably 3+ shots and live at level 4 can be infuriating. The comment goes that by level 7 or so, a tower is less a defensive bastion and more a super ward.
While I recognize that tower targeting still can be a bit dodgy, particularly when things like tibbers get involved, My little addition to the conversation goes thusly:
What if towers had an increased base damage, modified by the heat up mechanic, to champions only, but were reduced even further by armor than normal damage? This allows people to more reliably defend, or at least get retribution kills, against non-tanks, but actual tanks can still dive with some coordination.
The Pros: -Diving has less room for screwing up aggro assignment -Juggernauts are largely unaffected -Resistance tanks get to feel good about themselves -Non tanks have to choose their dives VERY carefully, and would be best served by having a dive buddy -Rewards team comps that plan for diving, as the best divers may well have issues finishing the kill
The Cons: -Health tanks have to look into more armor than previously, or dive less -Juggernauts are largely unaffected -AP heavy teams get to laugh at their opponents diving capacity -Stretches the game out as dives are less common
What it doesn't solve: -Targeting issues -Early recall = lost tower
So are the cons worth it? I say yes: -Dragon feels bad because games don't last long enough. If they're turtling, they shouldn't be able to stop you, so forcing a turtle means a free drake. Now the team, as a whole, chooses to focus the map, or the towers with the comp -AP heavy teams were always hard to dive anyway, as you weren't wearing armor and they tend to have waveclear. This makes it a bit worse, but the immobile mage update carries the potential to shift things into balance. -Health tanking is, IIRC, less effective that a lot of health and a bit of resistance, which means tanks that ignore this wisdom are usually pretty well compensated for it with at least one health ratio. These champs are not the ones in need of help and they, or their build paths, might be able to see a buff if it hurts them too hard. -Juggernauts....I've never quite figured if I like them or not. an unstoppable guy who can kill anyone he can actually reach SOUNDS fine, in theory, but it's easier for them to reach you that for you to stay away. Garen charge, darius has a pull and 2 slows, phage and its upgrades, furor boots, and once in the fight you can't actually escape without a "hard" escape, usually. That or....running under a tower. But don't turn this thread into a juggernaut discussion please.