Make Turrets Great Again!

Hyperiön·1/9/2017, 1:57:29 PM·84 votes·2,567 views

So recently, a lot of turret threads have been popping up.

Someone else may have mentioned this, but here is what I could think of to make them more potent than they currently are.

1: Make turrets deal True damage.

There is nothing more annoying than the enemy diving you under turret and they literally just stand there for ages because turrets are so weak and armor makes they useless.

2: Make the damage scale way higher!

Start at 100 damage for the first shot, then go up 50 damage for the next 3. Ending at 250 after those 4 shots. If they are still around after those, ramp up the damage to an extra 100 damage added each. Go from 250 to 350, then to 450, etc.

This gives them roughly 8-9 turret shots to get in an out and hope to come out on top.

3: Their "Armor/MR" Needs to be higher.

There is so much damage in the game, turrets are literally dropping in 2-3 seconds, some even faster. Whats the point of having them, or being able to fall back to them if they are just going to drop sooner.

You basically made the game decided in 20 minute for Competitive play so people don't have to watch for hours upon hours (just my guess). Well make it worth watching again. Where the game isn't decided by the first turret taken.

40 Comments

Lugg1/9/2017, 6:13:27 PM18 votes

When squishy assassins with zero defensive items can dive you under tower with impunity, you know towers are a complete joke.

AninLegions7771/9/2017, 10:21:21 PM4 votes

Legit took Draven and tower dived a cho gath today. I had item 3142 item 3071 item 3139 item 3812 item 3033 and item 3009. He had like 3.5k hp and I just stay under turr and AA'ed till he died.

Maximum Morde1/9/2017, 2:08:51 PM3 votes

I think turrets should just one shot you and cause a bloody mess.

LegitBacon661/9/2017, 4:48:00 PM3 votes

Agree with all points. I hate being dove so early in the game, even when I am not bot and just farming under tower.

doiminat0r36001/10/2017, 12:00:07 AM3 votes

Yay. Let's complain about the turrets and make them extremely overpowered because #THEN THEY'LL BE AFRAID OF THEM

Anyway, in all seriousness

  1. True damage. Let's call this overkill. I know that tanks can get away with diving tower, but that's what they're supposed to be able to do. If nobody could dive tower, how do you expect kills to happen or the game to progress when there is one side always under tower? If they couldn't dive tower, nothing would happen in the game and the only time that any turrets would be taken is mid to late game, effectively making the meta shift to a "whoever groups first and has the most health" meta. They already have armor penetration and increased damage scaling against low level targets. Why not just increase the scaling or penetration % per shot?

  2. Make the damage scale way higher I know I mentioned this in the earlier point but the turret actually scales fairly quickly, effectively doing 860 damage (for outer turret) to a level 1 champion with 4 shots according to statistics on the wiki. They are also penetrating 30% of all the armor on that champion making it effectively paper to the turret. Here are some maths for you. Shot one does 150 damage against a level 1 target because of the 30% penetration. Shot 2 does 210 damage. Shot 3 does 270. Shot 4 does 330. This means that any champion below 860 HP and without 42 armor is dead. Effectively they will die in 4 seconds under turret with the current penetration and shot scaling.

  3. Increase resistances -- Agree with you in a sense. This could be said about really anything. Did you know that minions don't have resistances unless a cannon minion is near or baron buff is applied? Outrer turrets currently get 2 Armor and MR per minute after 1:00 up to 30. Tier 2 get 2 Armor and MR every minute after 16 minutes up to 30. Inhib turrets get 2 every minute after 31 minutes up to 30. Nexus turrets get 2 Armor and MR every minute after 30 minutes until they reach 30 as well. But all turrets start out with 40 base Armor and MR meaning they get up to 70 Armor and MR meaning 42% resistances. I believe this could be better if they lowered the initial armor and MR timers down to realistic times like 20 minutes for inhib and nexus as well as 5 for tier 2. I also believe that they could increase the extra armor and MR per level cap up to a max of 50 extra armor and MR effectively making it 48% resistances.

TLDR; your first two claims are ridiculous but the third I can get behind by modifying values of turret resistances.

hunterspec1/9/2017, 1:59:59 PM2 votes

make it do more damage for the more hp you have so it doesn't take 1000 shots to kill rammus or alistar.

Gnart Even Close1/10/2017, 1:12:45 AM2 votes

Honestly, I think they need to reconsider lengthening the buff on towers in the early minutes to make it harder to take and readd it to bot lane.

The point was to kill lane swaps, but the first tower gold would already make it useless to try to just trade towers since one team will get 400 gold ahead from the play.

I also think towers should have more HP and have more scaling damage. Maybe they could remove the stacking cap on the damage so it would stack infinitely and actually start to hurt tanks? The tower HP I would argue only because of all of the new tools that people have to take towers now. Most tanks now have Iceborn Gauntlet to help take towers and mages had the AP ratios increased against towers.

Other than a couple changes though, towers aren't that incredibly weak. I think it's important that towers not be as powerful as boss monsters, but rather be something that can be taken quickly when undefended and not offer so much protection that tanks can't tower dive.

Xyntheyxz1/10/2017, 1:38:47 PM2 votes

TLDR make Turrets scale MUCH more late game

EpicPizzaMaster1/10/2017, 4:48:22 PM2 votes

I used to not see a problem with turrets, but after losing lane in some matches lately, I've seen how weak turrets are. A Lee Sin took down my top turret with a item 1055 and a item 3077 and one minion wave. It was ridiculous.

EinarUlfar1/9/2017, 11:10:19 PM1 votes

Turrets are indeed rather pathetic atm.

Taliyah approves.

SoI invictus1/9/2017, 6:02:08 PM1 votes

Nah man i like taking 12 tower shots with Mundo while killing the poor Gnar under tower and walking away like i dont give a f**k. Late game i beat their team under their tower and 1v1 him after.

SpecterVonBaren1/10/2017, 12:42:53 AM1 votes

How can we make them something they never were to begin with?

Hyperiön1/31/2017, 9:40:17 PM1 votes

Let's see what the community has to say now that this needs to be addressed even more.

Nobody11111/9/2017, 9:14:05 PM1 votes

again?

50000000000000001/9/2017, 9:55:45 PM1 votes

Their resists doesn't need to be buffed. They were adjusted (in the same patch, their health got doubled or so) so that Marksmen are less effective at taking towers, while other classes are better.

R0XTAR1/9/2017, 8:17:17 PM1 votes

Along with the extra MR and Armor, they could have scaling attack speed like the nexus turret on TT?