Turrets' "buff" is practically irrelevant

Ęsdeath·11/20/2017, 10:14:32 PM·4 votes·308 views

So, after reading the patch notes for patch 7.23 with the sole purpose of knowing what this Balance Team did to make towers useful I just get another disappointment.

Seriously, everyone claims Turrets provide no utility whatsoever (other than providing vision and even then ...), they are weak as hell - So ... riot decides to give an extra 300 HP which is a single AA from any champion with lethality items, a nasus' Q or even a TF's card (a few examples).

Just to clear things out - This was not enough! Riot needed to compensate this because towers could "AND WOULD" dramatically increase game duration by 7 hours so they offered movement speed to minions and towers now take 60% damage from minions instead of 50%.

Riot just did exactly nothing about IF NOT the opposite of what the community asked to be done. Great ... Good Job right there! S+ Grade.

1 Comments

DemonBoneJangles11/20/2017, 10:24:32 PM2 votes

gonna agree here because that extra health for the towers is countered by the fact that minions will now deal 10% more damage to the turrets anyway, personally I think the answer would be to have turrets deal % current health true damage since they seem to like putting % max health true damage on champions it would still make dives an acceptable strategy but it would increase the risk by a lot, because even if you are a sion rocking 6k+ health one turret shot with say 25% current health true damage would easily deter anything less than a guaranteed kill 6000-25%= 1500 damage for the first shot if you were at full health and no minions were around, that's a lot and even more just add an execute option to the turrets, if you are 250hp or less the turret executes you regardless of your resistances the side effect is the turret actually executes you and the champion doesn't get the kill, in case you manage to kill them but cant quite make the escape