Hiemerdinger's turrets are more useful than the ones you get on the map on SR.
Can we please fix that? Turrets really don't do anything that great 20 minutes in and might as well just be big minions now
Can we please fix that? Turrets really don't do anything that great 20 minutes in and might as well just be big minions now
What do Heimer's turrets have more than real turrets? Scaling.
They have UPGRADE!
No seriously upgrade as a summoner would be awesome, make a tower deal splash damage and shoot a laser every now and then whils giving it 50% damage immunity and and have it regenerate 15% of its missing health over the duration
could last like 10 seconds every 3th shot is a laser with after shock
Cooldown 3 minutes
They had something like that. It was called fortify and garrison.{{summoner:17}} I don't think many people would take that, and this is coming from a guy who used to take {{summoner:2}}
Ahh, S2 when CV was meta on supports <3
I used it on all kinds of roles, up until it was removed.
: I don't trust you made them low enough.{{summoner:2}}
But clairvoyance was actually a good spell-well, it was before blue trinket existed (both new one and old one) and even then was still global compared to the trinket's range, good for global ults and such
The real turret has more dmg, believe it or not.
The only advantage the dongers have are move-ability.
But donger's have scaling. Real turrets become sticks of butter shooting plastic pellets at late game. Donger's turrets become 3 legged hyper cannons late game
The donger will never reach the dmg of a real turret, does not matter how much scaling they have. The only exception being all 3 of them at the same place which die in one AOE, or a super donger who only lasts 5s (mostly 1-2s due to smite)
If I could ask for anything to be given to turrets, it would be that the first turret have its usual health, the next one has an extra 50% health than the last and 20% more damage, and the one in front of the inhibitor has 100% more health than the last and 50% more damage than it had. And then the laser shooters basically send out 200 damage a second, pretty much zapping minions away, meaning that baron minions can be killed easier when it can get up to 600 damage a second. Champions that get the dragon buffs will have the advantage but still take lots of damage and have a hard time killing the turrets.
So if the first turret has 4000 health and deals 150 damage per cast, the second turret will have 6000 health and deal 180 damage per cast, and the inhibitor turret will have 12000 (or 8000) health and deal 225 damage. Damage to the same target scales up the damage up to 4 times by 25%. So the first turret can deal up to 300, the second up to 360, and the last up to 450 per cast.
It will be so OP, people will have to be careful when going in for kills under turrets.
They also have a secondary AoE line attack that towers should have
Sadly this thread is completely true.
Except it isn't. While I do agree that turrets are too easy to knock down, comparing them to Heimer turrets is like comparing minions to champions. Heimer turrets are better in the sense that they are replenishable and can be moved around, but only his ultimate turret can truly exceed a real turret in terms of damage. Even three of the small turrets can be cleared with a single ability.
Uhmmm, what single ability is that?
Any AoE damaging ability like Talon W or Malzahar Q. Even an ADC can clear them out quickly with just autos.
Talon's W can't. Check it yourself.
Lux's E, LeBlanc's W, Anivia's Q/R, Ahri's Q. A lot of mid champions can destroy Heimer's turrets instantly
As someone who somewhat plays Lux I call BS on being able to oneshot his turrets like that until well into lategame.
Should i add the word 'almost' in front of instantly? I didn't mean it literally, just that there are several champions that can take out Heimer's turrets very easily.
Don't even have to kill them...
&
get to either punt them elsewhere or even use them as an attack on the donger.
And if you're
or
, they're just a tasty meal...
These are the boards son- land of downvotes and nitpicking- best be careful.
Oh. Thanks, Dad.
I wish towers did anything 5 minutes in.
20 minutes in they are an echo of times long past.
Hiemerdinger's deactivated turrets are more useful than the ones you get on the map on SR.
ftfy
at least they block skillshots
I think turrets' Damage or DPS should scale over time. There reaches a point where they just don't do jack shit and a single wave of super minions can collapse your Nexus Turrets...
Add scaling damage and fire rate, slowly increasing defenses and regeneration. Then you'll be forced to really push towers early game so then late game they don't begin to become monsters.
We just need to be careful and plausible for the changes. Riot clearly wants turrets to be only relevant in the first 20 minutes of the game - otherwise, they fear games will drag on too long and people will resort to "who sieges better" fights. For this reason, I am not exactly certain if their defensive stats should see buffs.
I suggested a DPS increase over time, though, because it seems like Turrets are attacking slow-motion at the 15 minute mark. They are so damn slow and diving your target is easier this season than it was last season. Most of the time, you're already dead and the turret has just finished blasting away that one minion as your opponent escapes.
I also think it could be interesting to at least test a Turret variant for Inhibitor turrets where it fires both volleys and shoots lasers. Inhibitor turrets are the most laughable ones in the game and increasing their DPS wouldn't solve much given they are already DPS-based turrets. Nexus turrets could also have the same capabilities, but deal AoE damage.
And riot can shove it up their nostrils; this isn't call of duty. However I agree that turrets need some kind of significant buff.
T1 turrets are fine from what i think, they just need higher damage and attack speed higher levels. At later levels you can take out a turret with 1 minion wave, maybe even push to 2 and damage the 3rd. So turrets really need to be able to handle this kinds of things. Maybe after 15-20 minutes, t2 turrets gain the ability to shoot at 2 targets. So 2 minions or 2 champions. Inhib turrets will be able to shoot at 3 targets with their concentrating lazer. Late game, their lazer will do AOE damage depending on how concentrated the lazer is on the target. And nexus turrets should be able to target 5 things at once with the same effects as inhib turrets.
So, t1 turrets, scaling AD and attack speed. T2 turrets, ability to target and shoot at 2 things at once. Inhibitor turrets, after some time, gain ability to fire at up to 3 different targets at once, the lazers deal AOE damage around the target based on how concentrated the blast is Nexus turrets, same thing as inhib turrets just they can fire at up to 5 targets at once.
late game, even squishy champs can dive turrets for a few seconds. I've seen it, I've done it. 0.0
i like the idea of massive really irate minions who throw stuff at you until they die replace towers
roit! make this a thing
right? league could have ridiculously more minions, but that takes the focus away from the gameplay I assume
that little minion buff game we had not too long ago was interesting tho, a game mode that coulda potentially changed the way we play league by giving us options to our brothers as well.
i mean replace towrs with these minions
it was a joke anyway
But... aren't towers already coded as minions...?
no, or else Tahm Kench can eat them
But Tahm Kench can't eat Jarvan's Cataclysm :(
It's not a minion though.
It is. So is Jayce's hyper charge line. Anivia's wall. Ect. It was all coded as minions when Riot first started.
That's weird. Must be different types of minions because for example, Tahm Kench can't eat the buffs, dragon, or baron, but can eat any of Mordekaiser's pets, along with Annie's bear and Heimerdinger's turrets. He can't eat Yorick's gouls for some reason.
He can eat Tibbers and then run at his allies to burn them with Tibbers aura
is helping.
He can eat Yorick's ghouls but they disappear after 5 seconds so he might not be able to spit them back out
i like the idea of massive really irate minions who throw stuff at you until they die replace towers
roit! make this a thing
Wait.. towers aren't actually big minions? At this point I just assumed they were.
They're probably coded as them.
What do you want towers to do? You have to defend them.
There's a difference between defending towers and being forced to play full AP Janna because you don't want your tower falling within the first eight minutes.
Or adcs could take the role more seriously and know how to manage mana, push and freeze waves, and not be 100% reliant on the support for lane presence. That and knowing when to back so that the tower doesn't take serious dmg before any lane fights even break out.
Because any of that has to do with the point he was making about full AP Janna having the only scaling a turret can get (Her shield that can effect turrets).
Point is, turrets need to scale. Even after say.. 5 minutes they're a joke.
When you can't leave the tower to buy without losing your tower to the enemy unless you take Teleport, then there's a problem with towers. You can't stand by the "protect your towers" mantra when you can't buy items in the lane, which would actually let you protect your towers. If Riot insists on keeping towers' defensive properties of paper, then maybe they should add a way to buy and be delivered items while in the lane. Perhaps with some sort of courier...
It's funny, because the towers in DotA2 feel much more durable than towers in League.
At least they don't collapse like a thin wall of cardboard when someone punches it in the first 10 minutes.