Dear Riot, can we have a constructive discussion about turrets?

Swtos·2/23/2015, 3:27:20 AM·2 votes·741 views

So first off, lets see the current turret stats and mechanics(how they work). From LoL Wiki:

Turret Stats

Outer and Inner Turrets

**Health ** 2000

**AD(Max) ** 152(180)

**Armor & MR ** 100

Attack Speed 0.83

Inhibitor and Nexus Turrets Same stats as above but 4.0 Attack Speed

*While I believe that the stats for the outer turrets(first line of turrets) are fine, turrets should have stronger stats by tier. So Inner Turrets(second line) should be stronger and so on. *

Turret Mechanics

Prioritization:

Turrets prioritize targets in this order: (not counting aggro from players)

1.The closest item 3512 . 2.The closest targetable Trap (ex. Jack In The Box). 3.The closest enemy Pet (ex. Summon: Tibbers). 4.The closest enemy Siege Minion or Super Minion. 5.The closest enemy Melee Minion. 6.The closest enemy Caster Minion. 7.The closest enemy Champion.

What should happen with turret prioritization in my opinion is something like Dota 2 does. After any of the targets 1. to 6. are slain by a turret and there are allied champions close to it, the turret should immediately prioritize the closest enemy champion. This makes it harder high range/poke bullies to freely poke with out any risk of taking damage.

So, basically the things above are what make things weak right now. And yes fellow rioters, turrets are not strong right now. I mean you can just look at the LCS games. Turrets are more like a gigantic vision ward that kills minions and gives some gold, rather than a protective structure.

A final note I would like to add to show you how bad the turrets are right now, is the new baron buff. Teams completely ignore the nexus turrets and just push down and destroy the nexus even if all enemy champions are alive. You are supposed to kill the whole enemy team(or some of them) to be able to destroy the nexus, otherwise there is no reason to have protective structures in the first place.

I would like for a constructive and civil discussion to happen(thats what riot asks for us to do in the boards).

7 Comments

Lugg2/23/2015, 3:43:05 AM2 votes

I don't think you can damage the Nexus until both turrets are destroyed.

I do think Riot needs to improve the targeting on turrets though. I have lost track of the number of times I get dived and the turret doesn't target some of the champions attacking me. I know it can only hit one at a time. I am saying that once the first target is killed/out of range, the second champion needs to be targeted, and then the third etc.

OhOkYeah2/23/2015, 8:32:13 AM1 votes

games already take long enough. disabling early tower take downs will only leave people with one choice which is to only build for late game, making early/mid game boring and lengthy (like dota)

SLangedEdge2/23/2015, 9:34:56 PM1 votes

I think the only change LoL needs it remove recall, and introduce TP scrolls. Like you said the tower provides vision and pushes back minions. Now it also needs to defend itself? Think of turrets as valuable structure that you should be protecting. 3 man tower dive, sure tower should take shots on the champs, but 3v1 you expect to die (esp without a garbage out like flash). Force other lanes to expend tp scrolls to come to ur aid get counter kills and protect the tower.

The tp'er has to make a choice to buy a scroll rather than another dmg item. He also need to make a decision if he's gonna tp, will the ally die? will he secure a kill? will he just die too? can he leave his lane to free farm? The divers have to think can we get the kill? we've baited a tp out shoudl we just play safe and back? etcetcetc

If you are not familiar tp scrolls cost a item slot, 100gp, has a cd, can tp to any friendly structure, and if multiple tps into the same structure, each additional tp takes longer to complete.

Kivolan2/23/2015, 9:38:17 PM1 votes

Only change I think needs to happen to turrets is for attack damage modifiers to not work on them so that turrets aren't being melted in two hits.

Coughcough Nasus coughcough

SmokingPuffin2/23/2015, 9:41:34 PM1 votes

After any of the targets 1. to 6. are slain by a turret and there are allied champions close to it, the turret should immediately prioritize the closest enemy champion.

Seems like you just made it impossible for a melee champion to ever attack a defended turret.

Turrets are more like a gigantic vision ward that kills minions and gives some gold, rather than a protective structure.

Turrets are intended to be regions of relative safety, not absolute safety. Turret dives need to work at least some of the time.

Teams completely ignore the nexus turrets and just push down and destroy the nexus even if all enemy champions are alive.

The whole point of baron buff is to break turtles by forcing the behind team to come contest an objective. If you can defend a 5v5 with baron buff without losing stuff, it's not doing its job.