On the subject of tower durability - Inhibitors, Turrets and Buffs
Since turrets got buffed in Nexus Blitz (the irony is strong with this one), which is supposed to be a fast paced mode, there were people commenting on how this should be a SR buff and I just want to throw my two cents in there as well.
For starters - I do agree with them. Towers fall way too easily. And I want to propose a version 2, so to say, of an idea I proposed here 8 months ago.
The core of the idea is the same - if one Inhibitor is destroyed the turrets are exposed. If two Inhibitors are destroyed - the True Damage is disabled. And if all three are destroyed - the Nexus Turrets lose their Heavy Fortification buff entirely.
As mentioned above - the Heavy Fortification buff has two components:
- They deal bonus True Damage to champions and minions, based on their max Health.
- They take 75% reduced damage from all sources.
Additionally, Baron buffed minions are allowed to bypass the first component of the Heavy Fortification buff, which makes it more effective when used to siege the enemy base. However, those minions should take way less reduced damage from champions, specifically, (unless within enemy turret range maybe) because the Baron buff (just like Rift Herald) is, IMO, meant for sieging, not for teamfighting. If you want to teamfight and hard-press your opposition in direct confrontations then it may be better if, instead of ticking True Damage, the Elder Dragon buff made minions take greatly reduced damage from champions (as they do now under Baron buff) and deal greatly increased damage to them, making them a real damage threat to non-tanks. That will separate the two buffs and have teams think tactically and consider what theirs and the enemy team's composition are good and bad at and make a meaningful decision as to which buff is worth taking/contesting if they cannot have both.
Also, I don't think AP champions are supposed to have their damage scale off of 60% AP as that just kills one unique aspect of the ADC class - their tower pushing power. It is the ADC's role to do sustained DPS to objectives and a team without one shouldn't really be given the luxury of being able to damage towers as they would now. But there could still be a tower pushing rune for those who still want to do Healthbar-shaking damage to structures without having to play Ziggs.