Towers are just too weak

Morgy Morgy··106 votes·5,215 views

In season 4 towers were super strong, and diving them required great luck unless you had a ton of health. This season, they're so underwhelming that I can barely teleport to help my team without the enemy taking my top lane outer turret.

83 Comments

Silents42927 votes

Towers were never really all that devastating, and as annoying as it is for a tower to be unhelpful at times, players have gotten an unhealthy obsession with the towers protecting them.

They really shouldn't be able to protect you that well.

LICENSED HOOKER3 votes

i just hate tower agro mechanics, theres no reason for a tower to target someone whos attacking you ranged, vs someone a mele that you are attacking. I honestly think towers should be tinkered with so that people dont bs tower Yasuo dive u -_-

Silents4291 votes

Yes, the tower aggro system is bonkers sometimes, and I have often become enraged it preferred the support over the actual champion killing me.

Terchio10 votes

It prefers the support when they attack first. That's why the adc will wait for support to bait out tower aggro.

Ariel the Cruel6 votes

That's why a smart adc will wait for support to bait out tower aggro.

Fixed. I find most would rather dive it them self while half health VS a Sona with ult up, then wait for the support to realize they're doing something stupid.

soliznoel3 votes

The way i always saw it was if you are so behind you're alot weaker than the enemy(s) you deserved to get dived, people shouldn't really on towers to protect them all the time, I honestly thought the towers were too strong. I didn't dive people last patch because your AD was being reduced and you were being slowed (inhibitor towers of course), so the only way to dive was with two people.

Silents4294 votes

If you are behind you don't deserve to be tower dived, playing safe is still just as easy to do.

The problem with turrets is they were viewed as a safe haven constantly when they are nothing more then obstacles to be destroyed to allow more map control as they should be.

It's not the towers job to keep itself alive, it's the champions job.

Ariel the Cruel1 votes

They really shouldn't be able to protect you that well.

I don't expect them to be a divine shield or anything. But when a Fiora with Hydra can solo tower dive, 100-0 a tank, and walk away with more health than when she started (without burning ult); then there's a problem. They need to front load more of the damage on the inner turrets or make them up-tick faster. Because right now, they're basically laser pointers - and don't even aim for the eyes.

Silents4292 votes

Pretty sure the described scenario doesn't occur. And the turrets function as intended, they gain you map control.

Diamondserpent10 votes

Agreed, towers are pathetic now. Its almost like Riot WANTS tower dives and unfair kills because it makes LCSBIGPLAYS and thats all they care about. Playing strategic, waiting and punishing a player for their mistakes now does not exist. Why do that when you can get Riven Ekko and just faceroll with rediculous mobility and safety?

Transgressor8 votes

We both know you're full of bullshit right now. They've made countless adjustments to static objectives over the years, either to introduce and support new strategies or to put an end to snowballing/early cheese and overly oppresive strategies.

The change they did to inhibitor turrets for example, will empower split pushing which is the natural counter to the current tank meta.

ScurryLizard6 votes

Except the most popular tanks also do damage. Just look at Garen. He builds a Cleaver and a Spirit Visage and suddenly it takes three people to kill him. And with a 100% AD scaling on his Q, he can solo an inhibit turret by late-game just by building more tank. And don't even get me started on Cho'gath. He can build full AP and still be a tank if he gets his stacks. He can dive a turret, get focused by two people and the turret, and still kill you and get out with barely less than half health. If they really wanted to counter the tank meta they'd get rid of the 100%+ scalings and ridiculous healing passives (looking at you, Mundo)

Turrets don't even discourage squishies from diving since they do so little damage.

The Bard Dog1 votes

garen does damage? lolololol

ScurryLizard16 votes

So it's safe to assume you've never played against a competent Garen. He shreds health off squishies and shreds armor off tanks with a Cleaver.

Transgressor9 votes

This has to do with problematic design, not the way the game works.

Split pushing was deemed an opressive strategy that was constantly taken advantage off a while back, and turrets were adjusted to acomodate accordingly. Now that the meta has swifted, re-adjustments are needed so that strategies can come back which albeit deemed abusive, are the best tools to counterplay certain aspects of the current strategic play(diving with tanks instead of assasins or long range casters).

Grevious wounds are being swiftly removed, ADC itemization got reworked to a pseudo-rng build instead of the ever-scaling ever-relative state, item 3071 got reworked, Cinderhulk got introduced which finaly made tank junglers viable again. Do you remember how cancerous and stagnant the game was when season 5 just started, when EVERYONE was playing JarvanIV LeeSin Pantheon , when EVERY SINGLE FUCKING GAME WAS IDENTICAL and one-sided?

Finaly we got a breath of fresh air, which undoubtedly's been going on for a while now, but it's pretty healthy and entertaining as long as it doesn't reach Korean levels where there are 8 tanks slapping each other and 2 carries left to deal with damages.

There's nothing wrong with the game right now(objectively), there are only problematic champions, and no, I'm not reffering to the bandwagon-circlejerking BOARDS-favorite-bunch(Riven is the prime example). Problematic champions like Garen ,Nunu Vladimir Chogath AniviaAnnie , with ancient design values that become viable only by being toxic to the game and oppressive to play against.

Tannhäuser Gate1 votes

The thin with Riven is that the animation cancelling makes her stronger than intended and it has never been addressed.

How would you like it if someone like Cassiopeia could fire 4 Es a second because of a glitch

Ariel the Cruel5 votes

Riot has acknowledged Riven's animation canceling and have stated that they're OK with it.

YumaS2Astral4 votes

It was never intended, though, even if they are OK with now. Regardless, animation ccancelling will forever be the reason why Riven can only be brokenly strong in the hands of a few.

Ariel the Cruel2 votes

I agree it's rather silly. Originally, she wasn't supposed to wall hop. It got bugged allowing her to; they then fixed it to allow her Q3 to wall hop.

Also, ward hopping was originally a bug. But Riot decided to keep it as well.

TurquoiseYoshi1 votes

Garen is popular?

Diamondserpent1 votes

Snowballing is one mechanic in League I can never get my head round. Riot promotes League as a TEAM GAME and therefore puts a mechanic in that encourages you to solo or just "gank", making most fights uneven and by definition unfair. I never understood why League has always been this way. If all champions did not scale from kills, the game would remain balanced and most, if not all champs would be viable.

Transgressor6 votes

This automatical renders all player interaction redundant.

LoL is a PvP tower defense game at its core. But it's not Call of Duty. PvP does not dictate the game, objectives and map control do, hence the actual strategic emphasis. Killing enemies will not win you games even if you're 100/0/0. What wins you games are good teamfights, vision, solid objective control and decision making. To get to good teamfights you only need 1 thing: items.

A champion can obtain items by a mix of ways, the 2 most prominent being farming and killing enemy champions. Farming involves no player interaction whatsoever, minions ALWAYS walk in a pre-determined predictable dictated path, never directly engage champions(under normal circumstances) and give off most of the gold and XP you can get, thus being the most reliable and safe way to scale throughout the game.

Players take it uppon themselves to assign roles to the game, in order for everyone to always have to do something which helps the team win. Solo top was born: solo laners have all the xp+gold for themselves thus being ahead in levels and items, mostly have to worry about the enemy solo top, and they are generaly handled with tanks who pose a serious threat come late game as well as being a VERY important part of the team. Supports sacrifice XP+gold+items for massive utility, vision control and teamfight manipulation. Marksmen are here to dish out massive amounts of free reliable and undodgeable physical damage(all you have to do is right-click and nobody can dodge autoattacks) from a distance, thus being your team's source of steady damage output. None of those roles can work alone, thus teamwork is needed to bring all the pieces together. A team of 5 ADCs might win early, but there's no immaginable way 5 squishy carries can win a game vs the enemy tanks, assasins, AP+AD carries and whatnot.

Because we're not playing Call of Duty TeamDeathmatch in which you win by getting points which are obtained by killing enemies, and we are playing LoL 5v5 in which you win by destroying the enemy nexus which can be achieved by plowing your way through multiple static map objectives that forbid direct access to the nexus itself untill destroyed. Killing enemies is obviously redundant but an integral part of the game, since player interaction is what's the most entertaining thing to do, but going 10/4/6 with 100cs will not get you as fed as being 2/2/4 with 350 cs. Killing enemies will grant you a boost in income which allows you to buy items faster, thus granting you a powerspike which you can use to further push your advantage.

"Snowballing" is born. You get a powerspike in items gold and XP, and you try to shove your sudden advantage down your enemies' throats. The champion roster is filled with different snowballing interpretations: some can get you a free lane once ahead, others will win you the game, and there are those who will punish you for the slightest mistake thus costing you that brief advantage. Teamwork is also another factor which can affect snowballing, but teamwork is a key part of the game, would I say 65% teamwork, 30% objective control, 5% player skill. But farming your way is the best possible choice. The problem is that it takes time to get to the point, but on the other hand you're guaranteed scaling, items and game relevance, and lets not forget that the more someone feeds the less gold+XP they're worth. Champions scale somewhat from kills but they mostly scale from farming, a common missconception of the playerbase and mostly bronze+lower silver scrubs that think kills get you wins. Whatch a Korean stream, they farm most of the game with 4 kills max been exchanged for 35 minutes.

1000angrybees6 votes

You know, when they had the shields, the towers did damage and had effects, it was a lot more interesting and you could actually defend. Now the towers might as well shoot friggin spaghettio's one at a time at the other team.

YumaS2Astral6 votes

On my opinion dives aren't even the main problem, the problem is that towers are sooooooooo easy to take down

For example, I hate when there is a Jinx on the enemy team. Because this means that if I want to go ADC, I will have to babysit bot lane, otherwise Jinx will take the tower down on the first opportunity that she has.

Most champions on this season take the towers way too fast and is too easy for a team to just group and take down towers during the early/mid game.

LightIsMyPath1 votes

jinx??ho about this little girl? Tristana

FuzziestPickle1 votes

Fun is having an enemy support and adc that can poke you down hard and take towers extremely fast.

Manwalrus6 votes

Just when people stopped complaining about the new towers being strong Riot nerfs towers and people start to complain about towers being too weak. The community always wants to hate on something. summoner 13

MeesterMoo1 votes

Ikr! I absolutely HATE the "daily reminders" that get 40 upvotes... It's like, cmon guys it's a free game that millions play each day... sure Riot screws up once in a while but that doesn't mean they "don't care." It's their job to care... If these people are actually as toxic as they express themselves then why are they still playing the game? What's stopping you? Nothing. It's YOUR choice to play League Of Legends.

Anyways that's my quick shortened opinion of rito-haters.

Partholonian1 votes

{quoted}

Ikr! I absolutely HATE the "daily reminders" that get 40 upvotes... It's like, cmon guys it's a free game that millions play each day...

And out of those millions, 40 people agree with the thread. How concerned do you think Riot should be about that?

Erockandroll5 votes

I have so many reasons why I actually feel like the turret health is actually quite fair.

{quoted}

On my opinion dives aren't even the main problem, the problem is that towers are sooooooooo easy to take down

For example, I hate when there is a Jinx on the enemy team. Because this means that if I want to go ADC, I will have to babysit bot lane, otherwise Jinx will take the tower down on the first opportunity that she has.

Part of it is that a) Riot wants to not have the game drag on. It's a pretty long game as it is. Though compared to other Seasons, I feel like Baron buff is actually a better explanation as to why the towers fall fast. Those minions hurt. b) A tower is ultimatly an Objective that should be rewarded for cross map play and good vision as well a winning a good team fight. You can prevent tower takes by making sure the lanes are pushed in your favor, and you know where the enemy is. c) you shouldn't even need to baby sit bot lane for the reasons I already mentioned. It's unnecessary if your lanes pushed and you can also take a cross map objective.

{quoted}

Snowballing is one mechanic in League I can never get my head round. Riot promotes League as a TEAM GAME and therefore puts a mechanic in that encourages you to solo or just "gank", making most fights uneven and by definition unfair. I never understood why League has always been this way. If all champions did not scale from kills, the game would remain balanced and most, if not all champs would be viable.

Objectives are way more important than kills. You really don't come that far out ahead if a kill advantage does not result in an objective.

{quoted}

Towers were never really all that devastating, and as annoying as it is for a tower to be unhelpful at times, players have gotten an unhealthy obsession with the towers protecting them.

They really shouldn't be able to protect you that well.

Their only meant to protect you Early game. After a few levels they become less of a haven to just sit under. But their still difficult to take if an enemy champion is harrying the area. And undefended tower is meant to fall come late game, those need to be protected via good map control.

To OP's Complaint, Towers are made to fall. And if you did not get a cross map objective in exchange for said top tower, then your doing it wrong.

Sozan54 votes

I think the offensive power of tower is okay...

However, the defense they have is laughable. They go down in seconds, and "poking" them down is extremely easy to do. This is especially true for Inhibitor and the Nexus turrets, which are supposed to be the last line of defense.

I believe that they should get defensive buffs, both to their base stats, and as the game progresses. Something like this would do the trick I believe:

'1. Outer Turrets Health: 2000 Armor: 100 MR: 100 HP5: 0 Items: Penetrating Bullets, Reinforced Armor, Warden's Eye, Fortification

No changes here, I think the outer turrets are spot on.

'2. Inner Turrets Health: 2300 Armor: 100 (+5 for every minute after 20, maxing out at 150 at 30 minutes) (from flat 100) MR: 100 (+5 for every minute after 20, maxing out at 150 at 30 minutes) (from flat 100) HP5: 0 Items: Penetrating Bullets, Reinforced Armor, Warden's Eye, Fortification, Vanguard (only top and bottom)

'3. Inhibitor Turrets Health: 2500 (from 2000... Really, they are squishier than Inner ones?) Armor: 100 (+5 for every minute after 20, maxing out at 200 at 40 minutes) (from flat 100) MR: 100 (+5 for every minute after 20, maxing out at 200 at 40 minutes) (from flat 100) HP5: 5 Items: Lightning Rod, Reiforced Armor, Warden's Eye, Maintenance

New turret item: Maintenance - increases turret armor, MR and Health Regen by 4 for every allied champion nearby (1100 range).

'4. Nexus Turrets Health: 3000 (from 2500) Armor: 100 (+5 for every minute after 20, maxing out at 200 at 40 minutes) (from flat 100) MR: 100 (+5 for every minute after 20, maxing out at 200 at 40 minutes) (from flat 100) HP5: 5 Items: Lightning Rod, Reinforced Armor, Warden's Eye, Maintenance

This wouldn't make tower dives any easier, but it would make breaking the turrets harder to do - especially if there are enemy champions nearby

Original Quitter4 votes

I think most people feel the tower DPS is just fine. It is not the issue. The issue is the rate at which they die.

Towers need to be vulnerable enough to keep split pushing viable but need to be hearty enough so that a single champ can't just jump on a 2/3hp tower at 9 minutes and solo it. This was a big problem in twisted tree line.

In that mode they introduced a concept of towers gaining big buffs when enemy minions are not around, that kind of idea can work on summoners rift. You can make towers have much stronger resists, but loose those resists based on the presence of enemy minions. In this way it does not drastically alter game times, and it allows someone who has pushed a minion wave to a tower to deal damage to it, but it prevents people from just jumping onto a 1/2 hp tower and taking it down solo.

It also gives someone in a lane at least some kind of option when they are going to be dove by 3+ people. They can clear the wave to keep their tower stronger, but a properly executed dive with minions is still potent.

Another option is to simply grey health the towers and force them to die after a certain duration of time regardless of the amount of damage any single hit does to the tower, they can simply say it takes 40 hit to kill a tower, and they gain grey health based on how many hits per second they take so it will generally take every champion in the game the same amount of time to kill a tower. That is option is going to cause a lot of other issues that are unpredictable so I would favor the minion idea as it is something already in game.

LightIsMyPath1 votes

do u really want a fed ap that can wreck every champ AND towers as well??think of a fed Leblanc hitting ur turret like she was a statikk master yi,,, she wins the game alone, u must send at least 3 people to stop her as she can destroy it just like everyone else

UPfreely3 votes

i think one of the biggest problems is that mobility creep has made dives super easy and alot less risky

iainB852 votes

I think they need to have some kind of scaling % health damage. Towers are plenty strong against carries and others who itemize damage... it's that tanks are so ridiculous right now they can dive past towers, solo a carry, and walk out at 50% HP.

Being a tank should make you tanky vs other champions in team fights, it shouldn't make you immune to towers and make diving super easy.

Blame The Carry3 votes

I will say that regardless of your stats, if you simply possess a shield, you can turret dive at level 1 with little to no consequences if you have the capability to escape after 1 or 2 shots. 1 turret shot barely deals any damage to even the squishiest carry, and champions like Riven subsequently received minor buffs through these turret nerfs as I've been dove by her as well as champs like Katarina and have them get away freely at level 1 and continuously do it over and over.

Ariel the Cruel1 votes

I pull this crap with support Shen all the time. His level 1 shield is worth barely more than 1 tower shot. His rank 2 (level 4) is worth about 1.5 tower shots. By level 18, his shield is worth about 3 tower shots. And it's on a 4 second cooldown.

Eat your bread out, Pantheon.

Shrek Luigi2 votes

If certain tanks didn't have damage in their kits for peeling or making trades in lane then they'd be useless. This isn't some goofy MMO where party roles are restricted to one or two tasks while some hotshot glass cannons do all the damage.

Frankly, if your carry is getting dived on by a tank by the time early-game comes to a close and they're walking out with 50% HP its because they're really fed--which is most unlikely on a tank and really speaks to the fact that they deserve to have that kind of dive strength after doing so well--or because your support can't peel and your jungler can't counter properly, in which case you deserve to lose lane anyways.

If you're so paranoid about superstronk tanks being able to do you in under turret then try having a team comp that can cope with tanks instead of a team full of lame-brain glass cannons that can't do anything beyond kill people easily midgame and splitpush/get splattered by CC and die in teamfights afterward, which is what I'm guessing you're doing most of the time given the whole Tanks Are OP rhetoric.. KogMaw Vayne QuinnIrelia TeemoKayleTrundle

Psi211 votes

Their Peel is their CC (not their damage) and as a tank they often have plenty of CC.

They are not supposes to do that much damage along with that CC. But we have tanks that have 1:1 Ratio abilities and some have true damage along with plenty of CC.

Can you honestly say the 1:1 Ratio on Cho's Rupture and true damage on his feast make any sense for him to have?
Thou other tanks may not have true damage they have plenty damaging kits.

Tanks should be like Braum (period)

And now the items they are introducing provided way too much AR, MR and HP.

Towers are looking weak. Riot upped the damage on the towers but tanks are out of control.

YOU SHOULDN'T HAVE TO TELL A TEAM WELL IF YOU WANT TO KILL TANKS GET A TANK BUSTER LIKE Kog or Vayne AND BY THE WAY YOUR OTHER RANGE DPS CARRIES SUCK!

Listing Irelia as a tank buster? She is practically a tank herself.

Shrek Luigi1 votes

Damage can be used as a deterrent for keeping champion s off yours, hence: peel.

Psi211 votes

So wrong. CC is peel and always has been.

Shrek Luigi1 votes

You can peel with cc

CC is not the only, exclusive way to peel

ButterBladesX2 votes

i feel that the towers targeting system is bonkers and they are just too weak. by weak i mean their health and stuff. people can just take them too fast even tanks its pathetic

Creamy Seaman2 votes

Boards, I do not understand you guys. You guys want a tank meta but don't want the consequences of one.

Partholonian1 votes

{quoted}

Boards, I do not understand you guys. You guys want a tank meta but don't want the consequences of one.

Different people on the boards want different things, but you don't need to be a tank to tank a turret right now. And you don't need to have a name that starts with J and ends with X to take one down in 10 seconds flat.

BeatzBoyFTW1 votes

Us: We hate splitpushers. Rito: I feel your pain, which is why we should make your towers even trashier than ever & forces you guys to a complete 4v5, and there's nothing you can do about it. :)

Shrek Luigi5 votes

Riot made it pretty clear that they think split-pushing is a unique element to the game; it spices up regular play and doesn't make 5v5 fights a necessity to winning a match.

With the current meta favoring tanky junglers, and most toplaners running teleport as a result of the meta as well, there's no reason a competent team shouldn't be able to catch a split pusher and deter him from turret-rolling.

The only problem with split-pushing is that, at one point, people were doing it all the time which was a bit unhealthy. That is definitely not the case now--many team comps dont even include a champion that can splitpush effectively because--shocker--a lot of split pushers are next to useless in teamfights unless your team has very potent fight-initiation and split-pushing doesn't work as often as you think.

NazZomLord1 votes

Are you kidding me? As Sion a tower took over half my life in 15 minutes, they need to be nerfed i can barely 3v1 under tower without worrying that i might get a scratch!

Midder Scray1 votes

I posted on another thread a while back about this, and I think that towers should give friendly champs buffs and debuff enemy champions that come into range of them. I know that the inner turrets give you a shield, but is that actually helpful? Very rarely. An even more realistic answer: hell no

For example, maybe outer turrets could grant friendly champions a little more movement speed and armor/MR while in range. Inner turrets could grant the same things, but also reduce enemy champions' movement speed, armor, and MR while in range, or maybe only do that when there's also a friendly champion in range of the turret as well. It'd make it a lot more challenging to take out turrets, and I'd really like to see that. It's so annoying when everyone's level 8 or something and I need to recall, I'm gone for 10 seconds and I see "Your turret has been destroyed"

Like come on, how can it be that easy?

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