Towers do NOT need better scaling damage

EvilUnicornLord··4 votes·696 views

Many people around the boards have been arguing that towers should deal greater ramping damage or even %HP True damage. If towers where to be given a change, however, it would be far better to change them in a completely different manner.

First of all, tanks survive towers fairly well. After all, it's their job to take as much damage as possible and, if they ever expect to successfully tower dive, they're going to require more time to do it since they deal far less damage and are usually more avoidable.

On the other hand, skirmishers and assassins revolve around skill. If a slayer dives a tower, their proficiency with the champion and the game versus the enemy should be the main determining points for the outcome of the dive. If they are tactful and precise, they should escape rather healthy with the target eliminated, if they are sloppy, they will most likely die without killing their target.

Now, a large problem arises when aforementioned slayers can practically waltz under the turret to destroy their target and leave relatively unscathed despite having eaten a volley of tower fire. It's far too easy for them to tower dive and effectively avoid the best insurance against them, placing yet another balance issue on the table.

Causing towers to deal more scaling damage effectively puts tanks out of the equation while hardly brushing assassins since tanks are going to feel the changes much worse than the assassins are (let's not forget health has been nerfed on most tank items, and while the armor buffs could compensate, turrets have a lot of armor penetration) due to how many hits they each take for a tower dive.

There are quite a few ways to address this issue in a different way, increasing the damage of the first few shots, applying a bleed effect, reducing armor penetration while increasing damage, etc. And while they vary in how good they are, most are clearly better than increasing the scaling damage of tower shots.

TL;DR Increasing the power of scaling tower shots won't hurt slayers much since they're out faster.

11 Comments

GrievousFetus4 votes

I think what towers really need are a way for ally champions to potentially influence their aggro. A really frustrating scenario is when you get two man dove by a tank who can absorb double digit tower shots, and a skirmisher who can only take 3-4, and there's nothing you can do to redirect the focus. If maybe there was some sort of potential action with both risk and reward the allied champ could take to do so it'd be more tolerable.

Hexs Fortune3 votes

The problem is that early game tanks, skirmishers and divers are relatively close in durability.

Mid-late tanks pull away and the tower starts to do much less damage to them than others.

Truly Prideful2 votes

I would rather see a mechanic other than damage on them to make diving a little more risky. Perhaps a slow that gets stronger with each consecutive shot you take, rewarding juggling while still adding risk to the one holding constant aggro.

At this point I would like to see them be a little more durable as well, they just fall way too quickly.

ZephyrDrake2 votes

yeah it's not like tanks can just sit there and literally take no damage from turrets currently and any assassins and whatnot literally do not care at all about turrets either since they kill you so fast that by the time turret damage is even a factor they are already out and let's not forget that turrets are made out of paper even at the early stages of the game. Turrets need something desperately. They are supposed to protect and help you early while you protect them late but as of now they are literally just glorified bags of gold waiting to be claimed. It also doesn't help when Riot even refuses to make ANYTHING that interacts with turrets in a positive manner. If there is anything (whether an item or part of a champion kit) that interacts with turrets is always "this helps you destroy turrets faster". There is nothing in the way of making them stronger, more durable or anything really. The only positive interaction that is in the game is Janna being able to shield turrets... nothing more.

Either give us an option for us to improve the turrets ourselves or make them actually be relevant past lvl 3

EvilUnicornLord1 votes

Perhaps add a small armor buff to the turret whenever an ally champion is close by. This would keep them from being unstoppable lane holders so if someone's pushing the lane, they can actually make it past the turret which forces teams to use map pressure rather than relying on towers, but if a champion is holding that lane, the turret isn't just an accessory.

Darkdemon6531 votes

Here is a recent game of mine. While I was obviously very fed, I had a paltry 1.5 armor items. I took EIGHTEEN turret shots IN A ROW and ended at 44% health. There is no way you can justify that.

https://www.youtube.com/watch?v=B0BCLaA-4o0

Makharya2 votes

Being a tank, sustaining during this time: seems legit. Tower were never meant as an absolute defense, they help by giving some additional damage Nothing more.

PermabannedGaren3 votes

{quoted}

Here is a recent game of mine. While I was obviously very fed, I had a paltry 1.5 armor items. I took EIGHTEEN turret shots IN A ROW and ended at 44% health. There is no way you can justify that.

https://www.youtube.com/watch?v=B0BCLaA-4o0

You had the single highest armour item in the game and another fairly high armour item for a total of 160 bonus armour from items, and you spent part of the tanking with ult up and had over 300 armour. That's a considerable amount of armour. I see no issue.

Escheton2 votes

{quoted}

Here is a recent game of mine. While I was obviously very fed, I had a paltry 1.5 armor items. I took EIGHTEEN turret shots IN A ROW and ended at 44% health. There is no way you can justify that.

https://www.youtube.com/watch?v=B0BCLaA-4o0

You have an ult giving extra armor, and a spirit visage giving you extra health over time. Not to mention you lifesteal off minions using your well stacked Q. Yes, this looks bad. But thats how it should work. This is how Nasus functions. He has plenty of weaknesses to compensate.

Icy Hot Shoto1 votes

Or, when you have the same amount of health and armor as someone... yet you take more damage from one turret shot then they do.

Turrets are bugged/broken when it comes to deciding how much damage to do with just the first shot. :p

Though honestly, if they'd switch targets to whoever is attacking the champ under the tower then that would be a small fix towards the tank issue. Because then the tank and carry have to "juggle" their attacks towards their opponent to try and keep as much tower focus off the carry as much as possible.

Limeheart XI1 votes

Answer to all your problems. Tower damage = 20% your max health * 70/ your armor. Ofcourse, numbers are adjustable and this means that if you are not a tank and diving the damage gets multiplied, by like 2-4 times. And tanks still get to tank shots cuz then the multiplier actually lowers the damage. And the damage is further reduced by armor if that makes you happy, but that seems like overkill.

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