Why don't turrets do extra damage to champions?

Terozu··20 votes·854 views

It wouldn't slow down pushing since minions would be unaffected, and it wouldn't cause the same problems as increasing firing rate. And some people would say; but then they'd be to heavy late game. Well i say they won't, but you don't like that, so just have the bonus damage to champs lower over the course of the game. Or something. Either way a 3v2 under turret shouldn't be so ridiculously one sided in the 3's favor. -Edit- Hell, you could even just make it so the first shot is weak; a warning shot; if they don't run, then it starts actually racking up damage instead of the crappy scaling it has now.

18 Comments

BALDG1VEN BOOMER4 votes

Just bring back inner laser turrets, no idea why they were reverted in the first place.

GrievousFetus3 votes

Because turrets do mitigated damage to minions already and champions are the only other thing they hit. You'd be creating a scenario where there is nothing the turret hits for it's actual AD value.

Terozu1 votes

I'm sorry but... what's wrong with that? Does it actually matter? They already don't actually.

PB4UAME1 votes

The first shot hits for the AD value, then ramps from their on successive shots against the same target type (still keeps ramping if it switches targets; does not apply to minions which take fixed % hits)

This would only matter for the purposes of Clarity(tm). But, given that RIOT hasn't been on their Clarity(tm) rampage and has been focusing on fucking up tanks lately, it might not matter anymore to them.

TEA Nietzsche 3 votes

IIRC they deal a fixed percentage to minions anyways so they already do extra damage to champions.

nami tf3 votes

Best idea ever: Give Turrents 20% base crit chance against champions, ramping up additively by 10% each shot until 80%.

ZealousVengeance1 votes

[{quoted}](name=Oppy Poppy,realm=NA,application-id=3ErqAdtq,discussion-id=AUcRcBc6,comment-id=0006,timestamp=2017-05-15T13:40:41.419+0000)

Best idea ever: Give Turrents 20% base crit chance against champions, ramping up additively by 10% each shot until 80%.

Agreed

Alientcp1 votes

I think they do, i think they do base dmg, but increase a bit on subsecuent hits.

Terozu2 votes

Not what I mean, that's just scaling damage, i mean they should just deal more damage to champs early game in order to stop those 3v2 turret dives from being one sided. Turrets are supposed to be these big scary threats early game, but 3 champs will almost always beat 2 champs and a turret, which is ridiculous.

PB4UAME2 votes

They'd win even harder without the turret. The tower is still doing something; its just that the rest of the game has been damage creeped into oblivion and now, rather than taking 5+ seconds to kill 2 people, that can be accomplished in the blink of an eye, so turret dives only take 2-3 seconds in total, which is usually 3 or so turret shots, maybe four.

How much damage do you really want the first couple shots to do, especially when potentially spread across 3+ targets?

Terozu1 votes

The first shot shouldn't do much, but the second and third should jump up high imo, a warning shot to let you know you've drawn aggro, then actual damage.

DunkinNoobs1 votes

We get it, you get dove under tower a lot. Stop losing lane.

Terozu2 votes

I don't, I'm just sick and tired of seeing bot lane get crushed in one gank by the jungler under turret pre 6. I usually play people with CC to stop people from diving me, so it's not a problem for me, just overall. And I win lane at least 70% of the time.

zlumpy1 votes

I just want smarter turrets. Turrets that target people simply for targeting them with a skill. Turrets that aim for the weakest enemy first or the lowest health enemy.

Mister Dark1 votes

Cause LCS wouldn't like that and what LCS wants LCS gets

RainXBlade1 votes

Balance problem = LC$

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