Please buff turrets and/or fix their targeting.

Blumpkin Nation··4 votes·324 views

Disclaimer: These are not demands, but suggestions/opinions.

I know the saying that you're supposed to protect your turret and not the other way around. However, the opposite is true for early to mid-game and even a small portion of mid-late game when you're supposed to be sieging.

I feel like towers in their current state are not very dynamic. Their fire rate is very slow so it's easy to out-harass someone who is under it because timing is easy. Their resistances are pretty poor. They could stay at 150 resistances permanently for 10 minutes of the game and drop by 10 every time thereafter when the minions are powered up. (I also feel like minions need a higher/quicker growth rate after 10 minutes as well throughout the game but that's a secondary topic). The presence of minions shouldn't reduce a tower's defenses. That's silly. The siege minion should be the one reducing the turret's defense if one is left to attack it.

Secondly... You could update the turrets to attack targets who are in range and are targeting your champion. I know this is going down the DOTA route, but I feel it's important against those champions who can dive without issues because they get a free window of opportunity because turrets are bad/slow/weak.

And thirdly, I'm surprised you haven't made a mastery that provides an ability to siege better when you're solo? It's a gimmick, but not if you provide a bonus for when you're not sieging. i.e. "To Siege or not to Siege: You do 10% more damage to turrets/inhibitors while you are solo. Gain an additional 5% to your bonus AD/AP while you are not sieging or aren't solo." This would allow you to buff turrets while providing an option to siege them better at the same time.

Disclaimer: These are not demands, but suggestions/opinions.

1 Comments

Sightless661 votes

Secondly... You could update the turrets to attack targets who are in range and are targeting your champion. I know this is going down the DOTA route

Not really. The dota route is where abilities don't draw aggro, you can drop aggro at will, and level 3 dives are expected dangers against some champions.

More importantly, it would actually make tower diving much easier. If I'm diving you alone, I'm just not going to target you until the exact instant I want to damage you. I'm not going to draw the aggro until I have to, so nothing changes at all unless I fuck up. However, for duo dives, this would allow the tankiest champion to draw the aggro at will and then hold it. Currently, the have to be the first person to damage you if they want to draw aggro, but your change would allow them to target the enemy to draw aggro. That's a pretty big help for duo and trio dives.

The presence of minions shouldn't reduce a tower's defenses.

Yes they should. It's a backdoor prevention method. It's meant to discourage trying to take towers without a minion wave. You need some form of backdoor protection. This issue isn't related to tower tankiness at all. You could make towers much tankier or much squishier, and you'd still need backdoor protection.

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