A creative solution to tower damage.

Venomar·2/19/2018, 11:43:21 PM·1 votes·141 views

It's not just the bot tower. And it doesn't matter whose doing the diving, it's screwed up how easy and early it is to dive or be dove. With a single back and minimal gold investment you have tanks and bruiser able to take upwards or five or more turret shots five or six minutes into the game.

I don't take issue with the diving per say, the idea of early fighting and a big potential payoff are attractive. The issue is with how safe it is to dive early on when you have 3 to 5 people gang banging your lane.

You're either force to make some serious outplays to survive the bang, or just peace the fuck out and rip my turret. More often than not you just have to peace out.

Right now it doesn't feel like a choice, a well executed dive should be an element you have to weigh, not something you can just do for free because you know your tank or bruiser teammate can survive in the time it takes you to burst someone down.

My idea is for the times you decide to stay and fight. The change is simple: While within tower range, auto attacks against an enemy also within tower range cause the enemy to gain a stacking debuff that increases damage of the next tower shot on them by X% per stack. I don't know what value would be right, but I feel 5% is a good place to start. Initially it would make them take marginally more damage. But if the dive didn't work out that well and they have a few stacks of the tower debuff now they actually get punished for it instead of just getting away with it because they dove with 4 people, regardless of how well the dive went.

I don't think towers should just do more free damage or be exponentially stronger, all I want is for them to be useful when I decide to try and defend them. You can still decide to peace out, but with this change now you'd actually have to think about diving if someone decided to defend.

Thoughts?

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