On the subject of tower durability - Inhibitors, Turrets and Buffs

ExpStealer··2 votes·1,260 views

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:

  1. They deal bonus True Damage to champions and minions, based on their max Health.
  2. 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.

6 Comments

Toppien1 votes

base towers should attack 2 enemies at the same time, pluz shoot lasers

NY641 votes

{quoted}

base towers should attack 2 enemies at the same time, pluz shoot lasers

I forgot, what did laser turrets do?

ModThe Djinn1 votes

I think Riot was looking for the opposite effect on Summoner's Rift -- more time until towers start falling, but the ability to keep up pressure once they have. What this change seems to do is stall out the final stages until you get down a ton of inhibitors, rather than allowing a game that's all but won to actually end.

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.

Part of the goal of this change was an intentional choice by Riot to phase out the NECESSITY of having a Marksman. They already bring unparalleled consistent DPS and strong objective control, and making it more difficult to accomplish the main objective of the game without one effectively cements them as required -- something no other role gets. I think rolling this back would basically just lock in the idea that a team is 1 Marksman and 4 flexible roles, which I don't really like.

ExpStealer1 votes

I think cementing ADCs as the top damage dealers to objectives is a good thing. Because there is a limit to just how much diversity is actually good when it comes to classes and their role. What Riot is trying to achieve is having maximum champion diversity within roles that haven't changed in 6 or 7 years, maybe even 8, while making every champion unique and specialized in a certain role. Basically a jack-of-all-trades that's also insanely good at doing one thing. It can never happen.

ADCs had two jobs - objective damage and sustained DPS vs champions. Now they have neither. The only thing a non-bursty ADC would be useful for is non-structure objective DPS. And even that can be taken away by melees in bot lane if they actually became viable at any point.

As far as the turrets are concerned - if a game is already won by either team they shouldn't have a problem taking both Baron and Elder Buff and wrecking the other team's base anyway, right? Besides, it's never bad to have drama until the very end, especially in sports.

ModThe Djinn1 votes

{quoted}I think cementing ADCs as the top damage dealers to objectives is a good thing.

They still are. Others are just competent at it now. I personally think that's a fine state for things to be in. Marksman could possibly use a bit of help at the moment (not sure where the last patch landed them), but I don't think that taking tower-pushing away from other roles is the place to give them power.

ADCs had two jobs - objective damage and sustained DPS vs champions. Now they have neither. The only thing a non-bursty ADC would be useful for is non-structure objective DPS. And even that can be taken away by melees in bot lane if they actually became viable at any point.

They're currently still good at objective damage (especially things like Dragon/Baron) and DPS vs. champions. I think this is a rather severe exaggeration.

As far as the turrets are concerned - if a game is already won by either team they shouldn't have a problem taking both Baron and Elder Buff and wrecking the other team's base anyway, right? Besides, it's never bad to have drama until the very end, especially in sports.

It's a bad thing if it comes at the expense of delaying the ability to close out a game, which this does. Riot doesn't want games artificially prolonged, which is something they've said a few times. Ideally a solution both allows for clutch reversals AND allows for fast finishes past a certain point (that I'd personally consider as "we've knocked down an inhibitor").

Aptest1 votes

{quoted}

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 a bad idea to make ADCs "good at taking towers". The reason is, this is a power that makes ADCs desirable in the game, but on the other hand it isn't a PvP power. So they are good to have on the team, but not fun.

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