What would Your turrets look like if you were in charge of turret balance

Spoofghoul··4 votes·1,311 views

Sion Say Rito games would hire your brilliant genius mind to be in charge of the turret balance team

Sion What would your turrets look like, and what would they do?

Sion And i almost forgot. Sion Your puny turret is the only joke here!

Ok all jokes aside how would you balance them?

16 Comments

venomous frost4 votes

and this is the perfect example of why boards is not in charge of balance.

reduced range on towers ranged champs with high range can outrange towers + it will be ranged meta so everybody can harras melee under turrets while not even being close in turret range.

Critmaster Garen4 votes
  • id revert the ramping up turret damage, and have them deal an equal amount of damage on every hit.

the ramping up damage favours highly mobile champions, or ranged champions, who can take one or two hits on a dive before they jump back out. so basically these champions already take less turret shots in the first place, and additionally theyre taking even less damage since these first 2 shots dont even deal full damage.

i dont understand why this is a thing. maybe the mechanic should even be inverted to deal more damage on the first and second shot.

  • id also see about item actives that interact with turrets in interesting ways.

not just disable them like ohmwrecker, which is completely useless compared to just stacking defenses.

but also defensive items. for example one that lets you take control of a turret and lets you chose its target for a couple of seconds.

or one, that gives you part of the old fortify effect. increasing its attack speed and giving it splash damage for a short duration.

  • make towers deal a mix of physical and magic damage.

right now i dont think turrets are actually fair designed. there is no reason really a champ should have an advantage on dives for stacking armor over a champion who is stacking mr or a mix of armor/mr due to the matchup hes facing.

Spoofghoul1 votes

O i really like the idea of a punishing first turret shot.

What if turrets had a passive similar to thresh flay passive. The turret would store power over a duration and on the first shot it would apply a debuff to the opponent dealing up to 250% of its damage over 2,5 seconds as a dot effect in magic damage this debuff will also cause the turret to target whoever is affected by it.

Turret wont recharge this ''special'' attack untill it is out of combat and only applies it to the first shot fired. This bonus attack is only consumed and applied when attacking champions.

This would make taking just 1 attack much more risky as it will deal the most damage of all its attacks. It will also cause you to be re aggroed if you re enter its range before the dot wears off making it much harder for champions with mobility to step out of range and re enter or using their untargetability to drop aggro if they are the ones taking the first hit. Dots also persist through untargetability like a fizz E causing these champion to still take the damage from that bonus damage if they got hit by the first attack.

Caítlyn2 votes

That would be retarded. You literally cant even harass anyone under a tower. It would just make them invincible.

Spoofghoul1 votes

No it takes time to charge up that first shot, i actually pointed that out but you probably didnt read much of it

And idk but i always harras from outside turrtrange not walk next to it and then start harrassing

LSmaster163 votes
  1. Lone allies near turrets have damage reduction. Makes diving harder.
  2. Turret shots shred armor and mr. Makes fighting under tpower harder.
  3. Three consecutive shots fires missiles for more damage. Because 3 hit passive.
  4. Ignores untargetability.
  5. If you get aggroed by the turret, leave, and reenter within a few seconds it shots at you. Makes it harder for ranged to harass melee while they last hit under tower.
  6. Global range against anyone playing fizz.
  7. If a champion above 30% banrate enters turret range they become aggroed. If a lot of players hate the champion maybe so do turrets.
  8. When an allied champion dies under the turret, the turret enrages gaining bonus attack speed and move speed. This does not apply if the champion killed is above 30% banrate.
  9. Turrets can spam pings and complain in all chat about their team leaving them to die.
  10. If an allied champion above 30% banrate gets a kill and either uses an emote under tower or says anything from a list of phrases used to bm in all chat under tower, the turret enrages gaining attack speed, move speed, and starts attacking the bmer.
  11. After failed towers dives, turrets can laugh, dance, spam mastery emote, and bm in all chat.
  12. If a turret dies, a helicopter flies in, evacuates the dead turret, and it receives an honorable burial.
  13. Towers get gold by last hitting minions and champions. The more gold they earn, the more ostentatious the turret's burial is and the more gold enemies get for shutting down the turret.
Gotted2 votes

They would attack who the champion on the turrets team is attacking- not use agro. They would fall down about 40% quicker than they do now. They would hit about 25% harder than they do now. They would have about 25% of their range reduced.

Caítlyn2 votes

They would do %maxHP true damage. They would automatically target whoever an ally champion targets. They wouldnt switch aggro for bullsh*t like Fizz E. They would deal bonus damage to enemy champions who got a kill while in the turrets range. They would have reduced range, but increased on enemy champions who just got a kill.

Critmaster Garen2 votes

{quoted}

They would do %maxHP true damage.

this would hurt tanks more than the mobile assassins who are diving you at level 2.

most tanks can actually only safely dive when they have a bunch of items that makes them beefy enough to take a couple of shots. thats not the type of champion who will walk into your lane at lvl 2 or lvl 3 and dive you, while getting out alive.

tanks and bruisers can start diving you with a giants belt around level 5 and 6 when theyre ahead and can take 3 or 4 turret shots.

champions like fizz who are mobile and bursty enough to only take 1 or 2 shots and dodge a 3rd shot will dive you much earlier.

Caítlyn1 votes

Hurting tanks is kind of the point.

Assassins are dealt with by increased range and damage to those who just got a kill. Maybe also ground them so they cant use stuff like Ekko or Zed ult to instantly return to safety.

Swiftstrike42 votes

Two things:

The towers should do more damage. I don't know if they do true damage or not, but I get very annoyed when an opponent tanks 4-5 turret shots and is not severely punished for it. I noticed the slight tower buff with the mid season patch, in that towers are a bit harder to take down. They still do not ramp the damage enough.

The other change I would make is that once the shot is fired from a turret champion skills should not permit a champion to avoid the shot. This goes for Pantheon Fizz MasterYi Shaco Zed and others that have skills that make them untargetable for a second or two. Once the shot is fired it should land no matter the circumstances.

The state of towers is that they are weak, but not as weak as they were prior the recent change. I am just tired of towers providing little defense against specific champions.

Beldair2 votes
  1. Turn them into giant bunny rabbits that shoot carrots.

  2. When destroyed, they release hundreds of rabbits that nibble on both nexus' ending the game in a draw XD

Milodic Mellodi1 votes
  1. Turrets do more damage with its shots and fire off shots faster, but they fire less often between shots. Towers are supposed to punish Early Game towerdiving, but Champs like LeBlanc and Fizz can pretty much ignore them because of their mechanics and the damage from the towers themselves. It's like comparing Graves and Tristana; Tristana can deal a lot of damage when she continues to auto attack them, but Graves' slow auto attacks deal a lot of damage each shot. Having tower shots be more like Graves' damage instead of Tristana's, towerdiving would become more punishable and would require much more strategy as a cause of it, but it wouldn't be so punishable unless you stayed under tower for a longer period of time.
  2. Because of this, Ranged Champions should deal less damage than Melee Champions to towers. However, Melee Champions should only be able to have more damage against the turrets for a few Auto Attacks (so ones like Jax and Tryndamere don't just splitpush to oblivion and leave our real splitpusher Tristana in the dust). Perhaps it could make a shield, but instead of granting it a shield on its health it raises its Armor and MR instead.
  3. Damaging AoEs should be able to damage turrets, but at low effectiveness. This would give Champs like Morgana and Anivia an easier Early Game, at risk of taking the increased-damage turret aggro if the opponent is turret-hugging and the AoEing Champ is in range.
  4. Turret Damage should have a item 3071-/item 3091-like Passive that temporarily chips off Armor and MR for each turret blast. This way, even Champs like Trundle would think twice about towerdiving.

Now, because of these, it should make the Laning Phase much more healthy and would make plays involve much more strategy. It would also let Champs Recall more often, although they know that by doing this they give away CS. Because of these two happenings (in accordance with my 4 changes), Late Game would be more likely to involve actual skill because the game would have less reliance on kills and more reliance on objectives (not so much less that it turns it into "take towers or afk", but enough so that they have around as much relevance as a Dragon or such. To be honest I think my ideas are awesome for it. Not because I'm arrogant about them, definitely not, but because these ideas seem like they would invoke healthier gameplay.

ProfDrDeath1 votes
  • Overall DPS like now, but:
  • Damage split up into a big, chunky physical hits (60% of total DPS) once per second part and a consistent, 5 times/second, laser/target painter magic damage component.
  • Laser can shift fast
  • Inhibitor turrets apply a stacking slow (3%/hit, capped at 45%) while targeting a champion
  • Tower gold halved.
Baek Ma Ri1 votes

Give all the turrets the same stats as the fountain turret, make them invincible, and allow them movement with 500 movement speed. Its the turret's time to rise again!!!![zombie-nunu-hearts]

LadyRenly1 votes

mine would do true damage, % max health damage on top of regular damage

but that would probably be considered antifun for tower divers so idk

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