A possible solution to turrets.

AR URF··16 votes·440 views

So my thoughts are what all 4 waves of towers did something different?

Like maybe the first turret could be weaker than it is now and fire a little faster? And the next one apply like a 3 round burst all dealing 40% of its AD and the next one laser and the nexus turrets idk about those yet.

Anyway you might not like what's stated above, but the point is for all towers do different things.

8 Comments

Leylania10 votes

Had a idea like that aswell. In most games you have the holy trinity, Damage dealer, Tank and Healer/Support. I thought maybe you could kinda bring this trinity into league and combine it with the turrets.

T1 Turret: Support.

  • Like in Season 5 this turret gives everyone who stands near it a shield and maybe something like a bit higher hp regeneration. This would be your safe haven to flee to if the laning phase is going rough for you.

T2 Turret: Damage.

  • Has some form of special attack and deals immense high damage. It's main purpose is to offer good fighting potential due to the high damage. A good opportunity to come back into the game after your first tower has already fallen and the enemies are pushing.

T3 Turret: Tank.

  • High amount of hp and resistences make this turret your last bastion that helps you not only defending against the enemies that are coming to slap your base into pieces, but it also gives you time if someone else on your team is splitpushing for example in hopes that could save the game for your losing team.

Nexus Turret: Not sure about that one.

  • Maybe could have a little bit of everything?
AR URF1 votes

{quoted}

Had a idea like that aswell. In most games you have the holy trinity, Damage dealer, Tank and Healer/Support. I thought maybe you could kinda bring this trinity into league and combine it with the turrets.

T1 Turret: Support.

  • Like in Season 5 this turret gives everyone who stands near it a shield and maybe something like a bit higher hp regeneration. This would be your safe haven to flee to if the laning phase is going rough for you.

T2 Turret: Damage.

  • Has some form of special attack and deals immense high damage. It's main purpose is to offer good fighting potential due to the high damage. A good opportunity to come back into the game after your first tower has already fallen and the enemies are pushing.

T3 Turret: Tank.

  • High amount of hp and resistences make this turret your last bastion that helps you not only defending against the enemies that are coming to slap your base into pieces, but it also gives you time if someone else on your team is splitpushing for example in hopes that could save the game for your losing team.

Nexus Turret: Not sure about that one.

  • Maybe could have a little bit of everything?

Good idea. I hope this thread doesn't go to waste. I really want to see something being done about turrets so we're not having to surrender a lot.

abca982 votes

Nexus: Support, tank and damage.

zlumpy2 votes

They just need smarter targeting imo. If a friendly champ is within a certain distance of the tower and an enemy champ enters that range the turret should just snap to them automatically.

DuskDaUmbreon2 votes

That means you could just sit a distance away and prevent them from taking it, no matter how ahead of you they are.

Kitten of Evil4 votes

What if turrets target enemy champions CCed under them, or enemy champions that you attack while they're under your tower? It would give bot lane in particular something to do when 4 enemies come to tower dive them.

DuskDaUmbreon2 votes

I love this idea. Not that precise execution (faster-hitting turrets makes it harder to CS under turret, and I don't think a 3-round burst or a laser is the right execution either), but that general idea.

In fact, I especially love Leylania's suggestion. Of having each one do something slightly different, based on when that turret would be needed.

AR URF1 votes

{quoted}

I love this idea. Not that precise execution (faster-hitting turrets makes it harder to CS under turret, and I don't think a 3-round burst or a laser is the right execution either), but that general idea.

In fact, I especially love Leylania's suggestion. Of having each one do something slightly different, based on when that turret would be needed.

Right? I think it may even ad some fun to the game itself, because certain strats that already work under one tower may not work under the next one. It would make people actually have to think more about how they're going to tower dive if they do and if it's a good idea.

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