Why does "Fortification" exist on turrets?

ValyrianBlade··1 votes·1,861 views

Fortification: turrets take 30 less damage from champion attacks. This expires at 7 minutes.

I don't get it - what's the point? Other than to frustrate someone who's been winning Lane, pushed 3 waves to tower and barely done 1/4 of its health before 7 min, then gets ganked and bases and loses their full turret because it's after 7 minutes.

If there is any legitimate reason to have this (which i can't think of) - there's DEFINITELY NO REASON it should just disappear at 7 minutes. If it needs to exist, it should start decreasing by 1AD per 10 seconds at 2 minutes until it's gone at 7 min (or go from 4 to 9, or whatever). I mean, it's just wrong if you base at 6:30 and take 30 seconds of tower beating, then your opponent bases when you get back and takes like 3x the damage just because it passed the 7 minute mark....

If there isn't a reason for it (other than to stop people executing to turrets for early damage before minions spawn) why not just drop it at 1:55 (same time camps spawn)?

I mean, games are long. Early game seems insignificant most times. If you're not getting kills but only forcing your opponent to recall in early game you don't seem to generate any sort of a lead. I think fortification really hurts this.

13 Comments

HopFrogger1 votes

It exists to slow down early game. Destroying a turret very rapidly gives a large gold advantage to the winning team, thereby catapulting other lanes ahead. The idea is that if you are winning lane, you shouldn't cause your whole team to win theirs by default just by downing your turret. Currently, downing a turret early game requires sincere commitment by a team (which is why you see 3 or 4 people pushing turrets in the LCS early), but results in a significant advantage. It would be unfair for one individual to generate this kind of advantage for the whole team very early. I hope that makes sense now.

ValyrianBlade1 votes

Well it's a reason. That could equally be solved however by making gold earned from turrets get gained over time if the turret is killed too early.

Also doesn't explain why it's a hard change at 7 min and not a gradual removal.

Faded Lich1 votes

Then the goal would be to NEVER push or kill a turret before it's reached it's maximum worth which would lead to artificially slow and extremely boring games where the teams are avoiding the objective of the game on purpose.

ValyrianBlade1 votes

Sorry, i meant gain the full amount of gold over time. I.e. 25 gold per 30 sec until you have it

HopFrogger1 votes

I think they'd probably want to keep rewards constant and predictable. It would seem odd to get a greater reward for accomplishing a task later.

The 7 minute mark is simply the number Riot selected, likely with their complex spreadsheets, etc.

ValyrianBlade1 votes

Sorry, I meant the same reward, just spread out over time. E.g. if before 7minutes, get the amount linearly over time until the full amount at 7min.

Jefftiffy1 votes

{quoted}

Well it's a reason. That could equally be solved however by making gold earned from turrets get gained over time if the turret is killed too early.

Also doesn't explain why it's a hard change at 7 min and not a gradual removal.

No it was made this way because of a strategy that came up in S3. Where you would lane swap your bot lane with top lane (so we would sometimes see 3-4 champs top) and send your bruiser or high sustain tank to just sit there and freeze lane all game while your adc and support shoves like no tomorrow against a champ that doesn't do that great against multiple people. So there would be 5 minute towers going down and its near impossible to just swap lanes across the map and not miss massive amounts of farm early game. And on top of this the team was getting over 250g per person from a tower. Although this strategy was back in the day when Dragon was 300g so it wasn't really an equal trade (towers were better back then).

Back then it wasn't uncommon for pro games to end at around 25-30 minutes because this tactic was actually pretty common.

ZenithEevee1 votes

{quoted}

It exists to slow down early game. Destroying a turret very rapidly gives a large gold advantage to the winning team, thereby catapulting other lanes ahead. The idea is that if you are winning lane, you shouldn't cause your whole team to win theirs by default just by downing your turret. Currently, downing a turret early game requires sincere commitment by a team (which is why you see 3 or 4 people pushing turrets in the LCS early), but results in a significant advantage. It would be unfair for one individual to generate this kind of advantage for the whole team very early. I hope that makes sense now.

However LvL 3 Aatrox Dragon is OK.

HopFrogger1 votes

Or fiddle or udyr....

ZenithEevee1 votes

{quoted}

Or fiddle or udyr....

LvL 3 Fiddle dragon is pretty hard ATM..

And i cant see Udyr tanking dragon at level 3 with lvl 1 turtle and lvl 2 tiger

Chrige1 votes

How about lvl 2 ad Malz?

Miraweave1 votes

It was added because of the dominance of fast push strategies in pro play.

RyzeRework1 votes

league wants games to be longer and for loseing teams to have a chance of recovery thats why they made the new turrets and had to nerf them like the old sheilds it seems like once a team got going they cant be stoped, thats why they added the 5th drag buff and baron buff is so op is because if ur behind and can manage to get one of these then u have a chance of fighting back

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