Some ideas to TRY changing turrets

ValyrianBlade··1 votes·144 views

I've just been trying to think of ways to help solve a lot of the problems people seem to have with towers. I'm not saying any of these would make it to live, but I think they're worth investigating...

I'll also note that, contrary to popular opinion, I don't necessarily think turrets are so extremely weak that change is absolutely necessary. That said, I also experience the same frustrations as many, and see room for improvement.

Let's start with the issues:

  • you can lose a full tower due to one untimely gank/back/death.
  • even early in the game before people build tank items or even have Ults, it's too easy to tower dive someone. Retreating to tower when a 4 man gank bot is coming does not work because the tower is basically useless. Being half health top Lane at your tower is useless if you're against a tank.
  • late game a tank can tank way too many tower hits. With shields, they can often take 30+shots (there was a video from pro play with a Nautilus taking Nexus towers for about 30 shots and he didn't lose health until the enemy team tried focusing him).
  • late game, an ahead team can lose the whole game off of one bad teamfight, even if they still had inner tower up (kill mid inner, inhibitor tower, inhibitor, double Nexus towers, and Nexus, before respawn).

Suggestions to help fix these problems:

  1. Make towers start extremely strong (defensively) and deteriorate over time after taking damage (with no recovery) (turrets after outer can start deteriorating when the previous turret dies) (minimum defenses can occur after 10 minutes or whatever seems fair, accelerated by applying damage multiple different times, and can be equal to current or even slightly weaker at the minimum).

If you haven't let any waves hit your tower, it won't be possible to lose the tower in one back as it won't have started degrading yet. You take towers by pressuring them several times, not all in one push. Late game you won't be able to push through multiple tiers of towers off of one fight (however perhaps you should be able to get through 2 tiers late game with the full team, also perhaps Baron buffed minions should help deteriorate towers faster).

  1. Make towers prioritize champions if their previous target was a champion.

This would make tower dives a lot riskier. Too often does one player initiate the dive then move to the edge of tower range outside your retaliation, while the other player kills you while you fight back, then the tower never targets them. The tower should target them once their ally leaves, even if minions are around and you're already dead.

  1. Make towers target enemy champions within range that have (noticeably?) higher health than the highest health allied champion within range, and target enemy champs if there are at least 2 more enemies than allies within an extended range and in vision.

Would not target champions if no defending champion. The idea here, with 2, is to have the tower react faster to dives.

  1. Let towers charge up even stronger attacks, and keep the full charge when switching targets.

Simply put, towers should eventually become a threat to anyone. If you can't successfully finish your dive before the tower has made 10 shots, perhaps you didn't deserve to have a successful fight? Retaining the damage means that squishy champions that deal damage need to get out too, lest they be fried as soon as the tank leaves.

Overall, I hope this addresses a lot of issues.

Dives will still be possible, but will be riskier as the tower should react faster and will continue targeting for longer.

Late game won't be decided off one fight, as towers won't have started decaying. You need to earn the win with repeated good play. If your inner towers are all up, it would be impossible to lose the game off one push.

Early game towers won't be taken so easily. You'll still be able to get them by crashing repeated waves into them, but not from one gank.

Just a collection of ideas here. Feel free to discuss why some may not work or cause bigger problems than what we have now (I agree that going back to a waveclear meta with ziggs/Anivia stalling every game is undesirable).

3 Comments

Quiet Dude1 votes

What if teams could vote on having different kinds of turrets? Like they can choose the normal turrets, the laser turrets, turrets that grant shields to those who stand near them, etc. They can customize their turrets to benefit their team comp.

ValyrianBlade1 votes

[{quoted}](name=Quiet Dude,realm=NA,application-id=3ErqAdtq,discussion-id=Ehszuf5f,comment-id=0000,timestamp=2018-03-12T17:38:38.913+0000)

What if teams could vote on having different kinds of turrets? Like they can choose the normal turrets, the laser turrets, turrets that grant shields to those who stand near them, etc. They can customize their turrets to benefit their team comp.

Would you choose turrets for the whole game, or your own side?

It feels like optimally, the vote would be split 5-5 where the better late game team wants the strongest turrets possible, while the early game team wants the weakest ones?

I do note a lot of love from people for the previous special towers (lasers and shields).

Quiet Dude1 votes

I would imagine each team can pick towers for their own side, and the same courtesy for the opposing team. So if you're opponents are picking tower divers, your first set of turrets may want that personal shield buff you get by standing near them. Smarter people could probably take this idea and make it better.

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