Let's talk about Turrets/Towers, Riot

ZT Xperimentor·10/23/2015, 7:53:02 AM·9 votes·6,097 views

-> Glance at these links for reference if you want context; otherwise skip down to the other arrows. <-

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-310-notes "Turrets Summary: Turrets are now harder to push down within the very early stages of the game. We've also corrected a minor bug that gave purple side inner turrets slightly more armor than intended. Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn't want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely. For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem. Outer turrets now gain 60 bonus Armor at the start of the game, which starts decaying after 4 minutes have passed and finishes decaying 4 minutes later Outer turret base Armor increased to 60 from 54 Outer turrets no longer gain Armor over the first 8 minutes of the game Fixed a bug where purple side inner turrets had 10 more Armor than intended"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-312-notes-0 "Summoner's Rift Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances. Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic."

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-41-notes#patch-Summoners-Rift "With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners while also taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes. Turrets Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game. Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks."

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-42-notes#patch-sr "Turrets Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that. Top and mid lane outer turrets Flat Damage Reduction against Champions :: permanent ⇒ first 8 minutes"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-47-notes#patch-summoner "Turrets newFORTIFICATION All outer turrets now have Fortification (added to Bottom lane) FORTIFICATION DAMAGE REDUCTION -20 ⇒ -30 FORTIFICATION DURATION 480 seconds ⇒ 420 seconds"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-420-notes#patch-inhibitors-nexus-turrets " Objectives, Minions & Global Buffs General Context With strategic diversity being our big goal for the 2015 preseason, there are a number of ways we're tackling the challenge. In the case of objectives, we wanted to create incomparable rewards to better differentiate between map objectives. So... what's that mean? Basically with each map objective on Summoner's Rift becoming more unique (both in terms of the rewards they give and how you take them), we can make it so that every path to victory in League can be uniquely different as well. So rather than most strategies boiling down to who can get the most gold (which is important, don't get us wrong), we wanted to amp up the number of interesting and meaningful choices a team can make throughout a game. Should we be prioritizing dragon buffs? What if we just fast push to the nexus? Can we do that with proper map rotations? IS THAT A LASER!? All very pertinent questions for the 2015 preseason. Inhibitor & Nexus Turrets Maybe think twice before diving that dude under the turret. All base turrets now fire lasers that ramp up in damage while also slowing movement speed and reducing the damage you deal. Seriously though, they hurt. I'm sure we've all had the unfortunate task of trying to single-handedly stop a split-pushing Jax (or Tryndamere, or Zed, or... you get the point), only to get murdered under an inhibitor tower we thought was safe. These changes are focused on creating "generalized defenses" against split-pushing - they're not direct counters (because really, if that Jax is fed enough and he wants to kill you, he's gonna do it) but are more like basic deterrents to help out in close games. This way, teams that didn't pick a strong duelist to counteract an enemy split-pusher aren't completely out of luck when that champ gets even slightly ahead. COMPLICATED TURRET MATH Inhibitor and Nexus turrets are much stronger in comparison to their previous versions. Sorry we can't be more specific in terms of direct comparisons (lots of complicated math) - we can say the new turrets are roughly 1.5x or 2x stronger. HEALTH REGENERATION 15 health per 5 seconds ⇒5 health per 5 seconds ATTACK SPEED 0.83 ⇒4.0 WHAT ARMOR? Ignores 82.5% of the target's armor DAMAGE REDUCTION Reduces target's damage dealt by 15% MOVEMENT SLOW Slows target's movement speed by 10% HEATING UP With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset. I'M FIRING MY LASERS! Gains +0.0105% damage per point of heat, up to a maximum of +125% extra damage Inner Turrets Taking an inner turret usually requires: a) precise movement (rotations!), b) strategically risky turret dives, or c) a poke-heavy team that whittles down their opponents before clamping down from all angles like a Yordle Snap Trap. In the case of situations a and b, there are clear strategic counters available to all teams, but situation c is pretty much decided at champ select. Either you have a team that can counter a poke team, or you don't. While we're also looking to create offensive answers like Righteous Glory, these regenerating turret shields once again fall into the "generalized defenses" category, where the shield makes it a little easier to withstand (and combat) poke compositions without completely invalidating their strengths. SHIELDS FOR ALL Inner turrets now have regenerating shields that affect both themselves and nearby allied champions. Additionally, all allied champions within 1100 range gain a growing shield over time, scaling to a maximum of a 200 health shield. PROTECT THAT TURRET The turret's shield stops regenerating shields if it has taken damage within 30 seconds Inhibitor Respawn Time At the beginning of the 2014 season we shortened the respawn time of inhibitors. Now, with our LASER-BUFFED BASE TURRETS (shouting is mandatory here), we can put inhibitor respawns back to their original timing so that attacking teams have a better window to capitalize on their achievements. INHIBITOR RESPAWN TIME 4 minutes ⇒ 5 minutes Turret & Minion Defense Adjustments Not the most exciting patch note, but we're making some standardized changes to streamline and clarify how minions / turrets scale in the game. If you like clarity, these will be exciting. We like clarity. TURRETS Turret defenses have been adjusted: Turrets no longer gain armor or magic resistance over time Turret armor / magic resistance has been standardized to +100 armor / magic resistance (50% damage reduction) Turret backdoor defense bonuses have been increased to +200 armor / magic resistance (75% damage reduction) STANDARDIZED HEALTH Turret health has been adjusted: Outer Turrets: 2000 Inner Turrets: 2000 Inhibitor Turrets: 2500 Nexus Turrets: 2500 MINIONS Minion defensive stats have been adjusted: Minions no longer gain armor or magic resistance over time Cannon minions no longer have base armor All minion health gain over time has been increased to be roughly as durable as when they had resistances Cannon Minions MORE CANNON MINIONS! EARLIER! When we looked at how games were progressing, we realized cannon minion spawns weren't keeping up with the cadence of a normal game, so we cranked up the cannon-minion-making-machines. MORE CANNON MINIONS Cannon minions now start spawning every two waves at 35 minutes ⇒ 20 minutes YOU CAN NEVER HAVE TOO MANY Cannon minions now start spawning every wave at 35 minutes"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-512-notes#patch-summoner "Summoner's Rift Base Turrets Base lasers no longer slow or reduce damage dealt by the targets they are lasering. Right now, League has evolved pretty heavily toward teamfight style compositions being the go-to strategy - especially in pro level play. In trying to offer more diversity in strategic choices (one might say strategic diversity), we've identified turret death lasers as being the ones inhibiting alternative paths to victory (like split-pushing). We realize that, at the start of the season, we put these mechanics on to curb split pushing, but we're going deliberately hard to see if we can actually push meaningful shifts in strategy. This may also up the ante for turret-diving teams when trying to finish games off (which isn't a bad thing), but we're more aiming to enable split pushing here. removedSET LASERS TO SLOW No longer slows the target removedSET LASERS TO DAMAGE REDUCTION No longer reduces the target's damage"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-522-notes#patch-turrets "Turrets Lots of numbers below, but the gist is that turrets are more vulnerable on average unless you give them time to scale up. Take down an outer early enough and you'll be able to put meaningful damage on the next (or even take it outright!) before it can fortify if your opponent isn't respecting your demolition power. Turret mechanics removedSHIELDS OFFLINE Inner towers no longer shield nearby players from damage THIS IS A MAGE BUFF Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power ⇒ 0.5 ability power, whichever is higher Turret resistances BASE ARMOR AND MAGIC RESIST 100 ⇒ 0 newWE CAN REBUILD Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer towers begin scaling at game-start, Inner towers at 15 minutes, Inhibitor & Nexus towers at 30 minutes. REINFORCED ARMOR Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby Turret health OUTER TOWER HEALTH 2000 ⇒ 3500 INNER TOWER HEALTH 2500 ⇒ 3500 INHIBITOR TOWER HEALTH 2800 ⇒ 4000 NEXUS TOWER HEALTH 3000 ⇒ 4000 Turret gold rewards OUTER TOWER LOCAL GOLD 150 gold ⇒ 220 gold INNER TOWER LOCAL GOLD 100 gold ⇒ 250 gold Minions newPushing advantage Minions get combat bonuses when your team has a level advantage over the opposing team UPDATE: We froze the pushing changes below at the last minute, so these won't be going live in 5.22. They'll make their official debut in 5.23! Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game MINION DAMAGE BONUS If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents. ENRAGE If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions MINION DAMAGE REDUCTION If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1. IRONCLAD If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions Melee minion gold reward INITIAL GOLD VALUE 18.5 gold ⇒ 20 gold GOLD GROWTH 0.17 gold per minute ⇒ 0.125 gold per minute Caster minion gold reward INITIAL GOLD VALUE 13.8 gold ⇒ 17 gold GOLD GROWTH 0.17 gold per minute ⇒ 0.125 gold per minute Siege minion gold reward INITIAL GOLD VALUE 36.8 gold ⇒ 45 gold GOLD GROWTH 0.425 gold per minute ⇒ 0.35 gold per minute"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-523-notes#patch-turrets "Death Timers Death timers are longer in the early phases, but shorter late-game. Changes to death timers might look odd with all the talk of snowballing, but let's break it down: after 10 minutes your death timers are higher on average, and then after 43 minutes or so they're less, up until you reach the maximum. Combined with other pacing changes we're making this patch, this is intended to make games with excessive fighting/snowballing feel like they take a 'normal' amount of time to resolve compared to post-preseason. DEATH TIMER SCALING 2% every 30 seconds after 35 minutes ⇒ 0.5% every 30 seconds after 10 minutes (equalizes at 43 minutes) Turrets Outer/Inner health increased. It should take more than one mistake in lane to cost you your turret early on, but at their current strength, turrets often fall before the defending champions even have ultimates. OUTER TURRET HEALTH 3500 ⇒ 4000 INNER TURRET HEALTH 3500 ⇒ 4000 Minion Pushing it's here for real We covered this in 5.22's notes (even though the change didn't actually go in), so let's reiterate what we said in the foreword: this change is about decisiveness. Use your advantage and push in for the win, or give your opponents the means to come back. It's a fairly simple concept, but it does fundamentally change how lane dynamics work. Especially at higher tiers, wave manipulation (and what form it takes in league) is changing entirely. We're not doing this lightly, and we ask that you give it a shot and let us know what you think. We've got our eyes on it - if this isn't accomplishing our goal of getting the winning team to press their advantage (and instead, destroys the fabric of League of Legends as we know it), we'll quickly iterate and respond rather than letting it languish. IMPORTANT NOTE: these changes won't be turned on immediately as 5.23 ships live. We're looking to get data from how games play before and after, so we'll be messaging out when it's turned on so you know. Also, sorry this looks like math homework. TEAM LEVEL ADVANTAGE The average level of your team minus the average level of the enemy team. Not total levels and not necessarily #cleannumbers. MAX TEAM LEVEL ADVANTAGE 3.0 MINION DAMAGE BONUS While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage. NERD ALERT Bonus damage = (5% + (5% x Turret advantage)) x Team level advantage If you're ahead by 1 level and are up by 2 turrets in a lane, the minions in that lane get (5% + (5% x 2 turrets)) x 1 level = 15% bonus damage If you're ahead by 2.5 levels and are up by 1 turrets in a lane, minions in that lane get (5% + (5% x 1 turrets)) x 2.5 levels = 25% bonus damage MINION DEFENSE BONUS While your team has a level advantage, your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage. NERD ALERT Damage reduction = 1 + (Level advantage * Turret advantage) If you're ahead by 1 level and are up by 2 turrets in a lane, the minions in that lane get (1 + (2 turrets x 1 level)) = 3 reduced damage If you're ahead by 2.5 levels and are up by 1 turrets in a lane, minions in that lane get (1 + (1 turrets x 2.5 levels)) = 3.5 reduced damage"

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-63-notes#patch-sr Dragon 2nd Dragon now gives a tower burn. 4th Dragon now gives defense vs turrets. Buckle up, dear readers. It's context time. First up, let's talk about the state of Dragon as-is. We've been happy with how the build-up to Aspect provides some unique strategic value that doesn't really exist elsewhere, allowing teams an alternate path to success that isn't just 'be the best at fighting champions' or 'be the best at fighting turrets.' From that perspective Dragon's been a big success, even if many games end far before Aspect is ever achieved. That said, getting there isn't as rewarding as we'd like it to be. While there's always been inherent value in the 2nd and 4th stacks of dragon because they unlock Dragon's most desired buffs (team-wide movement speed and the threat of dragon 5), many just sort of lose interest. Mix in the higher value of split-pushing and turret-taking in 2016, and you have a whole lot of Dragons going un-hunted. We spun on potential solutions for a while, but here's what we landed on: It's not necessary for every stack of Dragon to be so powerful that contesting it is necessary. Doing so creates a snowballing vortex where each Dragon buff ensures you get the next one, focusing the game too heavily on an early-game arm's race, rather than a match-long consideration. That said, each individual Dragon should provide an advantage that feels consequential - as an opponent, the decision to give up a stack of Dragon should be based around 'we will oppose with something equally valuable' rather than 'the power of that buff is so low I can't be bothered.' That leads us to today. These changes attempt to find a happy medium, with the intermediary stacks of Dragon being desirable but not mandatory. By adding more viscerality and strategic power into the buffs themselves (and let's be real, 'everyone is mini-Alistar' is much cooler than 'oh boy minion damage'), we're looking to add some more relevance and urgency for teams that imagine dragons to be their ticket to victory. DRAGON'S WRATH (2nd stack) +15% damage to turrets and buildings ⇒ Basic attacks burn turrets for 10-180 over 2 seconds. DRAGON'S DOMINANCE (4th stack) +15% damage to monsters and minions ⇒ You take 20% less damage from turrets

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-69-notes#patch-turrets Turret Stats Turrets are more durable, outer & inner turrets are more threatening, mages and assassins are better able to damage turrets. As players have gotten better at diving turrets, the structures have ceased to be defensible locations where teams can make a stand. We want to tone back on the perception of turrets as eventual sources of gold and instead let players feel good about defending the outermost reaches of their base (especially early game). Aggressive dives to punish laner mistakes should still be a part of the game, but we're balancing out the risk/reward distribution. On the other hand, we want more champions than just marksmen to interact with the turret killing game. We’re rebudgeting turret defenses so that other champions will feel better about their ability to play demolitionist. Outer & inner turret damage HEATING UP Turret damage increases by 37.5% for the second and third shots against champions, then 25% for the following two against a single champion (resets on target change) ⇒ 40% for the first three shots STAY HOT “Heating up” damage no longer partially resets when turrets switch targets MAX DAMAGE 225% over four shots ⇒ 220% over three shots Defensive stats BASE HEALTH 4000 ⇒ 3300 BASE ARMOR 0 ⇒ 40 BASE MAGIC RESISTANCE 0 ⇒ 40 newTURRET PENETRATION Turrets are now subject to armor and magic penetration effects Fortification Outer turret early-game defensive buff now applies to non-champion sources as well. FORTIFIED Blocks 30 damage from champion basic attacks ⇒ 35% damage reduction from all sources Reinforced armor Turret backdoor bonus now grants damage reduction instead of resistances. removedBONUS ARMOR AND MAGIC RESISTANCE No longer grants 200 armor and magic resistance newDAMAGE REDUCTION Physical and magic damage is now reduced by 66.66% Ability power damage vs. turrets REMINDER When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage newHYBRID DAMAGE Basic attack scaling off of ability power now deals magic damage to turrets (base damage still physical) Turret Rewards Team gold rewards reduced. The previous section covered our general thoughts on turrets, so we'll keep this short. Team gold rewards for outer and inner turret kills are too high compared to the payoff for anything else teams can invest in during the early game. While we've got changes to make the "anything else" more attractive (see: everything in the Jungle Bosses category), we want to make it clear that turrets are just one piece of the overall objective puzzle. Outer turret rewards LOCAL GOLD 220 ⇒ 300 GLOBAL GOLD 125 per teammate ⇒ 100 per teammate MAXIMUM TEAM GOLD 845 ⇒ 800 Inner turret rewards LOCAL GOLD 250 ⇒ 175 GLOBAL GOLD 150 per teammate ⇒ 125 per teammate MAXIMUM TEAM GOLD 1000 ⇒ 800 removedGLOBAL EXPERIENCE No longer grants 50 global experience Inhibitor turret rewards LOCAL GOLD 0 ⇒ 50 GLOBAL GOLD 150 per teammate (unchanged) MAXIMUM TEAM GOLD 750 ⇒ 800

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-610-notes#patch-turrets Turrets Turrets now take less true damage when the backdoor bonus is in effect. Turrets have always had a pretty massive defensive boost to discourage raw backdoor attempts, but with the increased prevalence of True Damage in the game (Mountain Drake, Red Buff) we’re adjusting to keep it in line. REALLY REINFORCED ARMO Now additionally absorbs 66% of true damage when the backdoor bonus is in effect

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-617-notes#patch-turret-ai Turrets target champions more consistently. Turrets are like older brothers. They’re not always around, but when they are, they’ve got your back. They protect their allies... except for the times they don’t. Under normal circumstances, towers focus on opposing champions who damage allies. Due to the way turrets currently acquire targets, however, if their allied champion is too far away, turrets stands idly by while opponents bring the pain, even if those opponents are squarely within firing range. Players have an expectation that towers should protect them, so we’re making sure that they do that. TURRET BINOCULARS Champions within enemy turret attack range now draw turret aggro when attacking enemy champions within 1400 range of the turret (turret attack range is still unchanged at 775) NEARSIGHTED TURRET When a turret switches to targeting champions due to having no other units to target, it now prioritizes the closest champion attacking it rather than a random champion in its range

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Long story short, turrets/towers/defense points have had few changes until last season. But like riot tradition, they over-nerf a minor buff out of reflex as if paranoid it'll spontaneously catch fire, before it's entire effects can be noticed. But that's for another post, the question I propose is this; do you think turrets/towers should be buffed?

For a brief summery of game history, most champions were noticeably immobile (with only a few exceptions like leblanc, ezreal & kassidin) which made the spell teleport, and general positioning in teamfights key to success. And before season 3, taking an inhibitor would spawn super minions in every lane, usually being a death sentence for the failing team; which is why back-dooring was more powerful compared to split-pushing. Then they buffed turrets/towers slightly, only to undo them a few patches later and then some. This wasn't as big of a deal back then as tower-diving was extremely risky, since mobility was rare; few took the spell ghost, and flash was unreliable with it's lengthy cooldown. Then through season 4 & 5 (which is going on season 6 now), several high mobility champions started getting added, with velkoz being an obvious exception. What does mobility have to do with turret damage? Simple, the less time you're in range, the less attacks hit you. However with self-sustaining mechanics being easily added to any champion (by runes & the 3rd iteration of masteries), assassins & even physical carries can tank tower damage and even escape with more health than before. Which doesn't make much sense; but it's clearly evident that towers are no longer threatening enough to even provide safety, when nearly every game has successful tower-dives 5~7 minutes in.

I'm expecting some down votes from the impatient people who immediately complain, 'but i dont want my games to be long'. If you can wait 5 minutes for a ranked game to start from que, then you can wait to finish the game you're currently playing. If you want something shorter, play call of duty or counter strike, I hear their matches last half the time.

Now in defense of riot's decisions, I'll commend them for changing each layer of turrets, in an attempt to dictate the flow of the game for flexible yet clear-cut phases of the game. The following ideas are not for ANY particular set of turrets, and are just SUGGESTIONS as a mix & match may be preferable. Numbers will purposely be left out as they could be nudged around for balancing, this is to discuss possible concepts for buffing them.

So riot failed in an attempt to prove me wrong by enforcing even weaker turrets in the last patches of season 5. I cannot describe this level of idiocy; for context they gave physical carries across the board a massive buff in the same patches; I won't list them here as that would triple the length of this already long argument. To sum up, half of the already carry focused items got buffed; with a random critical chance (hurricane, rapid firecannon, ext), others got changed to only benefit physical champions stacking critical (essence reaver, death's dance, ext), and more options of screwing over anyone attempting to tank OR engage for a counterplay (phantom dancer, rapid firecannon, mortal reminder, lord dominik's regards, mercurial scimitar, death's dance, ext). Sure turrets have more health, but they lost all of their armor, meaning they're basically taking TRUE damage from most any attack; which results in them being effectively weaker since they're subject to critical hits, and because nearly every physical carry stacks attack speed too. The outer turrets still fall when unattended within 2 waves of a single ranged physical carry wielding 1 offensive item, which is often as earlier than 10 minutes in. And with death timers being increased early & minions being buffed GLOBALLY from the slightest advantage, will only lead to even shorter disappointingly 1-sided games.

Not to mention there's still several exploited bugs regarding turret AI that have gone unfixed for years; ---most any ranged carry with some kind of dash, can get free auto attacks on towers just just running in and dashing out ---towers only aggro onto enemy champions, if their abilities against the defending champions deal damage ---turrets only attack the transgressing enemy champions that are damaging the defending champion, if the defending champion is in attack range of the tower, meaning they can be zoned out of safety with ease both early and late game ---although towers reveal invisible units within their attack range, they occasionally will not even try to attack them Riot, if you're going to continue to repeatedly refuse to buff towers; at least fix their inept ai so they can defend themselves, instead of being free gold.

Now with the season 6 changes being enforced; this burst damage/mobility meta has made towers even more useless than before, and riot intends on making them WEAKER? Riot where's the millions of complains of towers being too strong? I see more requests to make them stronger than weaker in roughly a 10:1 ratio here in the boards.

1-Return the slow; perhaps an increasing slow for consecutive hits, to lower the effectiveness of high mobility champions early on.

2-Give them grievous wounds; to reduce the annoyance of sustainers from tower diving early.

3-Add an exhaust effect; whoever the tower attacks has reduced damage output.

4-Deal mixed damage; some ratio of magic & physical damage, instead of just the current physical.

5-Deal a percentage of the target's health; either current, maximum, or missing.

6-Deal true damage; self explanatory.

7-Remove the current damage cap on their 'warming up/heated up' passive from their 'penetrating bullets' item.

8-Increase their Range and/or Rate of attack.

9-Give them a longer time before reseting; turrets currently immediately loose all stacks of 'heat' against someone just because they side step it's max range for a half second, perhaps a 2 second window would be sufficient.

10-Give them the ability to ignore 'dodge' mechanics; like the previous, they'll reset their aggro (and thus damage) when it's targeted champion becomes untargetable despite being in range (fizz, ekko, hourglass, ext.).

11-Splash damage when attacking enemy champions; straight forward enough I hope, similar to being able to target more than a single enemy champion.

12-Grant towers some kind of interruption ability; so an enemy champion can't camp underneath your tower, like a slight knockback similar to dragon or something.

13-Boost tower defense stats; either return scaling over time, or just a general boost (health, armor, magic resist; or some combination). As it stands A single carry can solo a tower with 1 or 2 items.

Or perhaps you have your own suggestion I haven't covered here? What are your thoughts on which one (or combination) would be the most balanced?

32 Comments

LordBrasca10/23/2015, 9:57:31 AM4 votes

I agree with the post. I got games where the enemy jungler decided to camp my lane hard, i tried to farm under the turret but they were already able to do a dive at level 5... Yeah they were able to 100-0 me without even a lead at level 5 and get out without even dying, mostly due to tower not getting aggro or even resetting it for no reason at all.

cfreetenor10/23/2015, 11:10:35 AM2 votes

Agreed. Split pushing can still be viable and I don't think it should be seriously inhibited by any changes, but it is very difficult to come back from one moment in the game where your enemy has pushed up to your tower, jungler had to b, and top just died while their jungler, top laner, and duo bot lane all sh*t on your bot outer tower and take dragon then walk to mid.

I also think dragon should be stronger.. unless it's a ghost >.>

Spoofghoul11/16/2015, 11:26:18 AM2 votes

I like your post. Very indept and alot of good ideas.

I have a couple of my own buffs.

  1. Have turrets overheat after X number of shots fired, when a turret overheats it resets the damage stacking. The moment the turret overheats it stops firing for 0,5 seconds and releases its heat in a shockwave knocking any enemies withing X range back and setting them ablaze for 3 seconds dealing the same amount of damage as the last shot fired in true damage.

  2. Upgradable turrets. Have players be able to upgrade their turrets in the shop by spending gold. Via a tab in the shop players can select turrets, from there players can select which line of turrets to upgrade, outer, inner, inhibitor and nexus turrets. Upgrades would cost an appropriate amount of gold. Upgrades can be a items for example;

  • Defensive Items, like giving turrets a selection of items players can buy for them, this could be aura items like aegis, minion buff items like banner where it would buff a minion whom passes by. Other things could be stuff like a shield generator. Or maybe a thornmail or whatever these items may be, these items would ofcoarse have buildpaths, items bought apply to all turrets in that specific line, example; you buy health regen item for all outer turrets, or increased vision range.

  • Offensive upgrades Like buffing its range or damage, but also altering its attack behavior and type of atacks, think about stuff like splash damage or turning its damage into magic damage. But also increasing the overheat capacity or the way it attacks, lasers, or slow firing large heavy hitting aoe blasts, or fast attacks, or allowing it to hit more than one target (splitting it's attacks and damage)

Both types of upgrades come in the form of items so turrets can only have 6 upgrades each. The balance in this turretbuff is that you either spend gold on turret upgrading or buying items for your champion. But contrary to champions, when turrets are dead they wont just respawn on the fountain :)

biobirbbyy10/26/2015, 12:50:57 PM2 votes

You guys will most likely hate me for saying this but, what if the turrets did %health dmg? This way Tahms, Rivens, Garens, blah blah blah, can't easily dive you

Ash Lockheart10/23/2015, 8:08:59 AM2 votes

Towers need a buff really right now. Lol. With the new champs coming out so fast, and the fact you can't really ban more champs. Taking down towers are very very easy. I have played matches were its only 12 mins in and my teams have gotten to the last tower in one lane. That's pretty fast, and with little items. In my view towers should stay up for a min of like 20 mins. Fast games are fine, but not under 15 mins. That said's a lot.

Dragonlord713711/1/2015, 5:57:23 PM1 votes

What about turret offensive buffs rather then defensive as right now the problem is turrets are slowly becoming walls that stop your minions rather then dangerous immobile sentries.

Maximum Morde10/23/2015, 11:14:24 AM1 votes

Holy wall of text Batman. Be more concise please, take a downvote.

Photos of Ghosts11/15/2015, 6:21:39 PM1 votes

Are you certain about the fact that super minions being lane specific came with season 3? Wasn't that rather preseason 4? I don't think I saw preseason 3 but I'm sure I saw the change.

ZT Xperimentor11/11/2015, 7:46:25 AM

Pointless comment notating it's updated to include 5.22