[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=E43MuGK1,comment-id=00000001,timestamp=2017-06-20T14:34:19.843+0000)
riot has been dumbing down the skill of the game over and over multiple times. and its just continues they want to attract the casual fan/player and have an easier time learning and playing the game instead of the grind it use to take to become decent at the game
They need to take a swing at tower 'dumbing down', namely the counterplay part. Currently towers pretty much dish out physical damage which makes them notoriously easy targets for 'armor stacking tank champions. even with a 30% armor pen on 'bullet turrets' and if the lasers still existed (75% armor pen), they still allow 'tanks' to rather easily soak up attacks, especially ones who already have 500~1000 health which lets do some math.
If a outer turret 'tops of' at 180 AD at the 10 minute mark then in order to deal 1000 hp before it applies' its bonus damage stacks, before we even include 'armor reducing the damage a champion takes, then it would take roughly 5~6 shots.
Now if we include the 3 stack bonus it becomes (180, 252(180 +40% of its base), 324(180 +80% of its base), 396(180+120% of its base).
By the time that 4th shot hits the amount of damage it dishes out before modification becomes 1152, which basically means you break 1k by the 4th shot instead. I'm not going to go into the math with the armor and armor pen, but clearly its 'barely a difference' between taking turret shots before the damage bonus (which CAPS at 120% bonus) vs ones without it.
Here's some changes i believe they really need to do.
-EITHER change damage to count as a special type of 'true damage' that can't be inhibited by resistance to make it more threatening to tanks.
-EITHER change the % armor pen to flat armor pen alongside a scaling armor % pen that increases as an opponent has more armor to also be more threatening to tanks. Namely to make it threatening to non-armored opponents and make tanks suffer some actual damage while trying to soak hits.
-EITHER throw in a % hp damage bonus where people with higher amounts of health will take much more damage in order to make tanks have just as much vulnerability to turrets then a marksman without a shred of health or armor/magic resist.
-Give a 'reaction burst' passive for the turret so if an enemy who uses abilities under your turret and hits you to 'greatly' speed up the turret shots for the first 1, maybe 2 shots to prevent them getting away with relatively easy harass you and quickly walk out before the turret shot fires and they repeat the shenigan over and over again.
Ultimately turrets need to provide a better threat on opponents since we have a insane number of champions currently that can easily wall jump
, EZ tank turret shots
and many more and so many other issues. EZ safe poker champions with insanely strong hits at early levels
(Seriously NERF her damn Mantra damage combos! Slow+AoE dmg with barely a wind up and barely any scaling demand on the ap side for the strong damage is annoying enough as it is!),
.
Not saying the latter of that bunch are broken, but they all basically can do a rather 'EZ' job at harassing you under your own turret and likely still cover minion kill CS with not much of an issue, where i feel like a jungler 'being a guard dog for you' is just making the jungler suffer and allow the enemy jungler more EZ roam power with your jungle busy playing babysitter then opportunity ganker.
[slayer-jinx-unamused]