We finally got an answer about turrets Thank you Riot Consantoir EUW for answering our questions

MOuHahaHAhahaaaa··3 votes·1,272 views

The eu west forum is a little bit like very calm and they never ask questions or make a lot of toxic hatred posts that's why when they have a question about the game they receive answers. I made a little bit if research and here is what i found :

https://boards.euw.leagueoflegends.com/en/c/champions-gameplay-en/Bnito9yx-towers-dont-feel-like-towers?comment=00030012000000000000

A thread from players asking why turrets are in a bad state and the rioter Consantoir made the move for the players and asked the dev team what is going on with turrets :

Riot Consantoir :

So I gave the gameplay team your feedback and asked them for some insight on towers in general for you guys. While I don't 100% agree with some of the response these guys know infinitely more about this than I do so I will default to their better judgement.

To paraphrase the conversation: The difficult thing about this conversation is always that as a game element, towers are primarily objectives, not defenders. If we made them effective protectors, we'd also really hurt the flow of the game. There's probably some room to make them stronger in combat before things break down, but the end result would be something like "Tower dives are slightly riskier", not "Towers protect players well."

For one example of why that is - if towers are effective protectors, then sieges become riskier, teams can defend their inhibitors better, and as a result the team with the upper hand tends to just go farm the map instead of trying to siege - which leaves them just about as likely to win, but can easily drag things out for 5-10 extra minutes without much better chance of a comeback occurring.

He believed that part of the underwhelming feeling , was when they were made so big and imposing (and cool!) during the Summoners Rift Update - the visuals set the expectation that they'll be powerful but they really can't be, which leaves them permanently unsatisfying to play around.

My opinion on this :

So turrets aren't made to protect they are just made to be objectives and if they don't buff them it's because riot thinks :

1- you can't have comebacks and turnarounds with strong turrets 2- game ends up in turtling farming

For the first one i'm gonna say :

Strong turrets help teams that are being demolished on a one sided game to come back in late if they have a good mid or late game comp.

For the second one i'm gonna say :

Turtling and farming is strategy perhaos it may be annoying to watch but it forces the ennemy team to find an oppening and to act quickly to avoid comebacks and turnarounds.

What i find funny is that consantoir says it : i don't 100% agree with their statements... which means that rioters and devs are divided by the subject. Cinclusion it is the direction that wants the game to be like that because many employees are skeptic about this.

I find it very refreshing to see that there are many riot employees that are on our side but they can't say it openely.

What are your thoughts about this ?

3 Comments

Baval2 votes

stronger towers dont make people less likely to siege they make it more likely, thats just a stupid thing to say. You dont have to siege if the towers are pathetic, you just dive. Sieging means waiting outside of tower range and trying to take potshots or just getting minions in to get a few hits on a tower because you cant just force it. There are groups of champions who excel at sieging but cant because its not a valid strategy anymore.

One of the big differences between Dota and LoL used to be the value of towers, but thats long since changed.

Kai Guy2 votes

All I want from towers is for the Warming up buff to get a small % from hitting minions, the max % cap of warming up to be raised, and for Fortification buff to be extended by 3 min.

LordGeovanni2 votes

Alot of this is contradictory like

For one example of why that is - if towers are effective protectors, then sieges become riskier, teams can defend their inhibitors better, and as a result the team with the upper hand tends to just go farm the map instead of trying to siege - which leaves them just about as likely to win, but can easily drag things out for 5-10 extra minutes without much better chance of a comeback occurring.

How does going to farm instead of comming to counter a seige not leave you in a better place to come back? And why would you want to force only one choice where the enemy has to come 5 man defend when the enemy 5 man pushes. THe enemy should have to poke and find a time to use their out numbering the defending enemy if they dont 5 man right have the right person tank tower agro, and follow up quickly enough, not just auto roll over them because they have 1 more champion. Why discourage strategic decisions and taking advantage of enemy choices isnt this a 'strategy game.' The game aready ends in turtleing until a mage lands one spell that cost approximately 30-60 mana out of an 8k at least mana pool with -4 second spam-ability.

At least im thankful that some one spoke out and addressed it.

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