Should turrets increase in strength the closer to the nexus they are?

Ultimate Deadpoo··14 votes·826 views

Riot has finally addressed the issue of towers falling faster than dominos lined up in a row, by making respawn timers less harsh in the mid game. However, there still remains one problem. Towers are really in desperate need of a buff.

One main issue is that towers don't do enough damage. Turrets neither do enough initial damage or stack up enough damage in order to actually be a deterrent to tank champions like Cho'Gath and Garen. Another one is that turrets don't have enough health, specifically the inner turrets.

So, to help stop the tower diving problem the answer is simple. Make the progressively stronger in health and damage the closer to the nexus the turret is. In the early game turrets are great deterrents but as mid and late game come along the fact that all the turrets are essentially the equal to each other means that while the champions are getting stronger and tougher, the turrets are not getting progressively stronger as a champion approaches the nexus.

In layman's terms, the outer turrets should stay the same, inner turrets should have health and damage increased, inhibitor turrets should be stronger than the inner turrets, and nexus turrets should be the two second strongest turrets after the fountain turret. This would help out with tower diving as now there is an actual threat to champions that decide to do it, and would also allow teams to not lose the game even if they did well all game because the enemy team got lucky once.

I'd like to know what you guys think of this idea and please upvote if you think its a good idea, downvote if you don't, and vote in the poll on wether or not turrets should receive this buff.

19 Comments

KrugLyfe2 votes

Hell no

Ultimate Deadpoo4 votes

{quoted}

Hell no

Could you possibly explain why you think this a bad idea? I'm absolutely fine with criticism but I would like to know why you think that.

KrugLyfe1 votes

You protect the turrets not the other way around

Ultimate Deadpoo2 votes

{quoted}

You protect the turrets not the other way around

The problem is tower diving is getting out of hand, and as late game comes around the turrets end up being completely useless, this would make taking nexus turrets tougher, and allow the enemy team to actually have a chance to repel the invader without being incredibly lucky.

Also, if you leave a turret alone it will still fall, this will just make taking turrets a little harder, and maybe you'll get increasing gold reward for each turret.

KrugLyfe2 votes

I've never had a problem with getting tower dove if you're low or even if you're full HP and you think there's a chance you'll get towerdove a smart person would back off and wait for the wave or try to roam not just sit there and get killed for nothing or wait til your jungler midlaner or whoever you need to come and help you there are so many ways to avoid it it's almost funny!

McKeifus2 votes

Except even in Pro Play if a laner leaves the lane for a second that tower is DONE. Even the pros can't keep a tower alive anymore - because they are too weak. What's the fucking point, then? Just remove towers altogether and put a little crate that you attack that spits out gold.

Ultimate Deadpoo1 votes

{quoted}

Except even in Pro Play if a laner leaves the lane for a second that tower is DONE. Even the pros can't keep a tower alive anymore - because they are too weak. What's the fucking point, then? Just remove towers altogether and put a little crate that you attack that spits out gold.

That's why the towers should progressively get stronger, its at the point that champions that are supposed to make you pay for leaving a tower alone (Warwick) they are now out of a job as pretty much any champion at this point can bring down a tower at a ridiculously fast pace.

Ultimate Deadpoo1 votes

{quoted}

I've never had a problem with getting tower dove if you're low or even if you're full HP and you think there's a chance you'll get towerdove a smart person would back off and wait for the wave or try to roam not just sit there and get killed for nothing or wait til your jungler midlaner or whoever you need to come and help you there are so many ways to avoid it it's almost funny!

You should be able to go under your tower and recall without having to move to the next turret down to do it. Also, if your full health there shouldn't be the risk of being tower dove, yet it is happening. you've bassically confirmed with your argument what we already knew, that turrets are in desperate need of a buff.

Slythion3 votes

It's a relationship, both you and the turret are there to stop pushing waves and as protection. You help with waveclear and turrets are supposed to act as deterrents to tower diving. Unfortunately towers are lacking in both qualities

It has too little defensive stats to survive pushes + It has too little damage to deter tower dives effectively

If it was something designed to be babysat by champions without any bonuses/help then there would be no reason to risk yourself to save towers

Ultimate Deadpoo1 votes

{quoted}

It's a relationship, both you and the turret are there to stop pushing waves and as protection. You help with waveclear and turrets are supposed to act as deterrents to tower diving. Unfortunately towers are lacking in both qualities

It has too little defensive stats to survive pushes + It has too little damage to deter tower dives effectively

If it was something designed to be babysat by champions without any bonuses/help then there would be no reason to risk yourself to save towers

Thats the problem, early game the turrets are alright as your champions aren't really that strong, but as soon as mid game happens turrets are less of a threat and more of a minor annoyance to both teams, because if your on the enemy team some of your health is gone but if you are on the team protecting the turret you get tired of never being able leave your tower without it almost toppling.

ZT Xperimentor2 votes

Garen towerdiving? Ever since preseason, I've seen nearly every physical carry take down two enemies under their tower, while out sustaining their tower merely with life-steal. Yeah towers have been in desperate need for buffs for years.

Ultimate Deadpoo2 votes

[{quoted}](name=ZT Xperimentor,realm=NA,application-id=3ErqAdtq,discussion-id=4lKGcejd,comment-id=0001,timestamp=2016-04-13T15:25:30.892+0000)

Garen towerdiving? Ever since preseason, I've seen nearly every physical carry take down two enemies under their tower, while out sustaining their tower merely with life-steal. Yeah towers have been in desperate need for buffs for years.

Yet riot has never actually bothered to buff them because they don't think about the fact half the problem with out of control tower diving and towers falling at ridiculously fast rates is that the towers themselves need fixing

AnonymousPoro2 votes

Maybe something like this?

Outer Turrets: Has the same stats that there is currently.

Inner Turrets: HP: 5000 AD: 165-237(depending on level). AD Growth: +4 per level MR & Armor(base): 4-72 MR/Armor Growth: +4 per level

Inhibitor Turrets: HP: 6000 AD: 175-265(depending on level) AD Growth: +5 per level MR & Armor(base): 6-108 MR/Armor Growth: +6 per level

Nexus Turrets: HP: 7000 AD: 180-288(depending on level) AD Growth: +6 per level MR & Armor(base): 8-144 MR/Armor Growth: +8 per level

Also, for tank/bruiser towerdives(Garen, Vi, etc), perhaps there could be a MaxHP% dmg added on?

Ultimate Deadpoo1 votes

{quoted}

Maybe something like this?

Outer Turrets: Has the same stats that there is currently.

Inner Turrets: HP: 5000 AD: 165-237(depending on level). AD Growth: +4 per level MR & Armor(base): 4-72 MR/Armor Growth: +4 per level

Inhibitor Turrets: HP: 6000 AD: 175-265(depending on level) AD Growth: +5 per level MR & Armor(base): 6-108 MR/Armor Growth: +6 per level

Nexus Turrets: HP: 7000 AD: 180-288(depending on level) AD Growth: +6 per level MR & Armor(base): 8-144 MR/Armor Growth: +8 per level

Also, for tank/bruiser towerdives(Garen, Vi, etc), perhaps there could be a MaxHP% dmg added on?

I think that would work great.

Niaphim2 votes

I'm fine with tanks not taking much damage from turrets if they build armor. But the damage is so low now that even squishies don't give a damn about them and towerdive 24/7. This is not fine at all. I think flat armor pen for all turrets would solve the problem.

Ultimate Deadpoo2 votes

{quoted}

I'm fine with tanks not taking much damage from turrets if they build armor. But the damage is so low now that even squishies don't give a damn about them and towerdive 24/7. This is not fine at all. I think flat armor pen for all turrets would solve the problem.

I recently built a nocturne going full ad, tower dove a alistar low health and ran into a low health mordekaiser who was also under the tower. Killed them both and got away with about 100 hp left. When assassins start doing that before the first mid turret is taken out, that's when you know there is a major problem.

ArlanKels2 votes

I really want inhib towers to do %HP damage that ramps up the longer the target is beamed.

Because right now people like garen walk up under the tower. Laugh. Twirl. Laugh. Ult you. Laugh. LAugh again. Then walk away as your team respawns.

Ultimate Deadpoo1 votes

{quoted}

I really want inhib towers to do %HP damage that ramps up the longer the target is beamed.

Because right now people like garen walk up under the tower. Laugh. Twirl. Laugh. Ult you. Laugh. LAugh again. Then walk away as your team respawns.

You forgot Cho'Gath, who can get so much health he can take 2k from a turret after sitting under it for about 20 seconds, then go into a team fight, get a tripple kill, and then walk away for 8 seconds and let warmogs get your health back up, and repeat. I actually did this.

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