So Riot wants to make turrets even more sucky. Typical.
Inhibitor & Nexus Turrets Attacks no longer slow movement speed by 10% and reduce targets damage by 15%.
Frankly I'm surprised the turrets even have an attack anymore.
Inhibitor & Nexus Turrets Attacks no longer slow movement speed by 10% and reduce targets damage by 15%.
Frankly I'm surprised the turrets even have an attack anymore.
"Those base turrets don't feel like they do enough, like Sion can just stand under tower for 25 seconds, maybe they should get buffed" - community
"Lol k, we'll make them less powerful against squishies and splitpushers by removing the damage debuffs" - Riot
Amazing. I REALLY hope this is followed by a "and now they deal more damage/%HP damage" in the next couple days, but I don't have high hopes for that.
or "they drain the enemies will to live"
It's because the natural counter to the tank meta is splitpushing, which forces smaller skirmishes and allows you to grab objectives without 5v5 teamfights. However, back before cinderhulk, tanks were extremely weak so they nerfed splitpushing by adding the debuffs to the inner turrets. Now that tanks are strong again, splitpushing can be buffed, because now teams are taking 2-3 megatanks in their team comps and since splitpushing has been nerfed, you are forced to teamfight against them, which is impossible because there is too much AOE CC and you can't do anything (happens in LCS all the time).
I don't have a problem with tanks being strong, but there is nothing fun about the "Our team has more tanks than yours so we win" meta. Teams that have excessive number of tanks should be punished for giving up all that waveclear, which is what these (rather minor) turret nerfs are trying to accomplish.
Frankly, my mouth started watering after reading these changes.

And my personal fave
. Ohhh...can't wait to wreck me some turrets.
How could I forget our lovely "Grand Duelist"! We shall all prosper from these changes!
##TeamSplitPush
Best team:
. One push per lane, two cc gods to boot. Inb4 new meta.
That change goes both ways, you know. It will be easier for those champions you've mentioned to make hit and run tactics with less risk of being caught out, but the situations where that is a viable strategy seem less common than the situations where teams group together to siege. By making turrets less capable, the team with all those tanks that groups up will more easily dive and wreck the backline. It seems like they're just buffing siege in general so that it's easier for teams to close the game.
Didn't think of it that way, but tbh as of right now the megatanks are easily absorbing all the turret damage anyway thanks to the extra 25% HP on cinderhulk. The slow hurts the splitpushers a hell of a lot more than it does the tanks, and the damage reduction really does nothing to the tanks since they don't rely on dealing damage, but cripples the splitpushers because now it only takes a single person to just sit under turret and shutdown the split, regardless of how fed the splitpusher is. I still think these changes will buff the splitpushers so much more than the tanks, but we will see how it turns out when it is released.
Yeah man, I definitely understand where you're coming from. I hadn't actually thought about split-pushing before your comment, so good on you. Say you're in the top lane and you're much stronger than your opponent, it will be a viable tactic to dive in and out of that turret in order to take it down over time. Especially if you have some form of sustain. Or you're pushing hard when the enemy team is grouping at your base, it will be possible to compete with them even if you don't have a minion wave.
Those turrets manage to snipe quite a few kills though. The MS slow and damage reduction can be surprising and I've seen plenty of people get got because they didn't respect the inhib/nexus turret's unique qualities. In my experience, most of those kills are from teams grouping together. That makes me think it's more of a buff for siege across the board.
https://www.youtube.com/watch?v=AqC9sEPt63c
the first minute turning into reality :D
LOL
Logged in to upvote wow, this guy has some intelligence. That makes a whole lot more sense now.
In that case, the inhib/nexus turrets should receive increased damage for every nearby enemy champion.
Wtf is this shit?
Just make the damn turrets deal 30% max health true damage to champions for god's sake. It's not that goddamn hard is it?
....are you on drugs?
okay, 10% max HP true damage +5% for each successive hit up to 30% after 4 attacks.
The laser turrets have an AS of 4.0 lol. So 10% + 15% + 20% + 25% + 30% = 100%. You just died in 1.25 seconds.
sounds fair to me
just a tankier 
what the fuck turrets already do literally nothing
This makes as much sense as nerfing Elise right now.
Towers need major BUFFS, not nerfs.
In my opinion turrets should deal a true damage, increasing over time. Turrets should be something to fear. Meh.
I'm going to crucify the next person that whines about these goddamn turrets.
from just walking up to the turret and tanking a few shots to instantly destroy it (if you don't believe Tristana can do that late game, you haven't played against a Tristana late game.)So basically splitpushers get rewarded even if they accidentally tank a beam. Nothing is going to stop you from a well placed CC to keep them from damaging the tower. Seriously, I know this is the boards, but I feel like the amount of whining and circlejerking goes up every time I log on.
Having been playing HotS to avoid the School's Out Invasion... where turrets run out of ammo ... I agree, this whinefest is tiring.
Do they expect the turrets to do all the work for them? My best comebacks have happened with no turrets left. Turrets are only meant to be intimidating early-game.
Good change, here.
You wanna know whats next? "Kalista can now stack spears into turrets and execute them."
Tristana already sort of does this, although not to the same potential damage as Kalista.
yeah was just a joke because towers are a joke
I know lol :)
They already do 10 times more damage then the ones in Dota 2 or Smite. When you make turrets really it makes the games really long
Yhea but Leagues turrets shoot real slow and have micro range compared to others
And the ones in HotS run out of ammo! And there are attacks that destroy ammo!
Hell, Sylvanas can stunlock turrets!
..perspective, kiddies!
welp. Time to main splitpushers.

YAY!
Splitpushing is love! Splitpushing is life!
Splitpushing is the only friend people like me without the twitch reflexes for heavy teamfights (on LoL) has!
Meddler already posted about that on this thread http://boards.na.leagueoflegends.com/en/c/gameplay-balance/ckORctjz-meddler-turrets-are-depressingly-weak-and-still-getting-a-nerf-on-pbe-why
what turrets need right now is mixed damage (not true damage) something like 50:50 physical:magical damage why?
if your enemy laner stacks armor, he can towerdive you (lol I got randuin's and FH, what tower?) if your enemy laner stacks MR, he will think not twice, but three times, before towerdiving.
buffs up galio's towerdiving kthx
To be fair they are miles more powerful than towers in other MOBAs
To be fair they are miles more powerful than towers in other MOBAs
In strife I don't think so
Just to clarify, the laser turrets are already ineffective on tanks because they can stand underneath it for more than half a minute and still not die.
Now that they reduce the slow and damage debuff, it won't be useful against ADCs/assassins/mages either. So, what is the point of them anyways? They don't do enough damage, they can't protect people from damage, and they can't clear waves.
Laser turrets are just free gold for the enemy now.
Hello, turret divers.
I thought turrets meant safety and comfort? I swear the ones on the old map were a lot more lethal than the ones we have now.
early game they're safety but as far as i know lategame has always been focused on "defending" the turrets, though that was back when they were a lot stronger. rather than the current lazer thing, I think the old Fortify summoner spell effect would be better on the turrets (the AoE of course, not the invincibility)
First 3 levels they mean safety, after they are kinda nonexisting, at least for my most favorable char, riven :3
Riven just needs a micro CD between her Q's. Considering her already obnoxiously low cooldowns without mana costs, I think that's only fair that she doesn't get to jump half the screen instantly every few seconds =.=
i hate when i get dived by two people and my turret doesn't seem to get that. Usually its a tank and an assassin diving me Tank takes like 5 tower shots while zed is putting his fist so far in my ass his blade is poking out my mouth. The turret then say's let me help you out there and its already to late. I hate when it switches target form the lowest hp person to the highest and i am there getting my ass pounded while my tower just sits there not helping.
Tanks gonna make a walk while diving nexus turrets
This is perfect, as a top lane split pusher i thank you rito
Does everyone agree that T2, Inhib, and Nexus towers need a hp boost? Does everyone agree that the lasers from inhibs and nexus towers need a small base damage boost?
Nope.
When you have a better chance at killing someone under turret as Sion, Sejuani, or some other tank rather than a siege champion like Xerath or Ziggs, something is wrong with turrets.
They do obscene damage to anything that isn't a tank, and barely scratch tanks. They need AR PEN or %MAX HP damage to be balanced.
So they almost literally hit like wet noodles now.