So riot saw the state of turrents and went "you know, we should make them weaker"

Shadow Gilgamesh··50 votes·3,406 views

With all the complaints about champions in the last couple patches I feel like this almost slipped through the cracks. Next patch the inner turrets are losing more than three quarters of it's shield (200 -> 30, but gaining health) and losing the ability to shield champs if the tower has it's shield down. (Edit: to clarify, it seemed like right now if the shield went down, your shield didn't disappear instantly to me, but I knew it didn't give you any more shield once the turret's went down, and it sounded like that was changing to instant loss as soon as the turret takes a single hit and drops shield)

The front towers seem to be increasingly weak as champ protection in the early game (more champs diving earlier, Tristana's E can punish you for tower hugging, etc.), and the inhib and nexus turrets are almost useless if anyone gets to them with even a single wave due to wind up damage, and tanks/tanky fighters can rip through them earlier with an ADC, the inner turrets were about the only things left that felt like it was hard to take, and valuable to defend and now they're gonna be weak like the others.

41 Comments

Rivvy13 votes

inhib and nexus turrets don't do anything.

Revlak Javik1 votes

There really should be over-shields on the inhibitor turrets, maybe nexus turrets too.

youngjake932 votes

{quoted}

inhib and nexus turrets don't do anything.

Lol they actually do more damage than regular turrets before they even ramp up. I guess people don't remember the times before season 5 when you could backdoor turrets with a single person and take 3% damage from it. You can look at the actual numbers. For some reason people just feel like they do less than before.

Anyway, Riot has been wanting strategic diversity in the pro scene and since hard-engage/team-fight has gotten so much stronger than siege/split-push, they are nerfing turrets as a way to buff siege and split-push. Also, a lot of game have resulted in teams dominating in the early game almost being punished for trying to push their advantage(CLG and SK Gaming) because turrets are harder to take down.

EvilRabbitt1 votes

I missed my Jinx. Now I can do full on push =D. Yay for split-pushers.

PaperMache71 votes

The problem with them is they don't switch targets as soon as they can attack.

YoungFarmer5 votes

{quoted}

inhib and nexus turrets don't do anything.

What are you talking about they do so much!

... They give me and my team mates gold when I solo them with 2 minions. see useful

Volt Cruelerz9 votes

The shield already pops on the players if you pop it on the turret I thought.

KidSpectre14 votes

[{quoted}](name=Volt Cruelerz,realm=NA,application-id=3ErqAdtq,discussion-id=F0bA4Z01,comment-id=0000,timestamp=2015-03-10T15:25:48.773+0000)

The shield already pops on the players if you pop it on the turret I thought.

exactly. Now all you need to do is AA the turret once and go about your usual tower diving patterns. Which is what the shield was meant to protect against.

Poptart Evelynn8 votes

{quoted}

exactly. Now all you need to do is AA the turret once and go about your usual tower diving patterns. Which is what the shield was meant to protect against.

No, the shield is for when you are trying to b safely and some lee sin dick doesn't walk by and Q you early game.

Junkο10 votes

Or Nida- oh wait it still dealt at least 300 more damage than the shield protected against

Kitten of Evil1 votes

It only deals that much damage if she fires it from the fog of war... wait.

LongHair Fox7 votes

turrets are currently at their strongest they have ever been. It is also what contributes to increasingly long games.

Shadow Gilgamesh3 votes

Actually, it's because death timers got their scaling delayed from 25 to 35 minutes, so it's rarer for them to be unguarded for long enough for you to push a wave up to the turrets until the late game, taking them in the mid game is largely based on if you killed people in a lane that was pushed or not.

And that's the new use for tanks as far as I can tell, instead of living in team fights and soaking up damage, it's letting your ADC take towers any time you win a team fight without waiting for a minion wave.

LongHair Fox1 votes

Sure it is also the smaller death timers. There are a lot of factors that play into it. But the stronger turrets should not be underestimated. If we had the old turrets it would be easy to let the support tank while you took an inhib turret.

Lucifer5 votes

To be fair, that shield is annoying as fuck to play against.

Kürama1 votes

Hey, I love my shields. They made me survive the tower diving bullshit from the enemy team a lot of times, and we even won a few games due to defending vigorously.

ImpendingDeath5 votes

What is....a turrent?

Shadow Gilgamesh2 votes

An embarrassing typo that of course made it into the title where it's most obvious rather than any of the times I said "turret" in the body of the post, lol. :P

FoggyPaws1 votes

I hear people say Turrent all the time, and it bugs the shit out of me. How one would misspell it I have no idea, it's a new level of "whut"

Sire Hippington3 votes

Yep, towers are getting even worse than they were, didn't think that is even possible...

I understand why they want to nerf the inner towers as most teams really struggle to get anything done in the midgame, but for gods sake buff the other towers! It would be awsome to move the shield from inner to outer towers, with like 50hp so it needs 2-AAs to pop, granting 30+5 times level shield for ranged champions, 50% more for melees. This would reduce snowballing especially at toplane and allow laners to actually use the own tower as safty zone, and it would really help alot in a melee vs ranged matchup as you could cs undertower without getting harrased to hard.

Now add a ~200hp shield to inhip-towers and increase their initial damage so they do something to anyone. Right now the windup makes them usless as most people get out of aggro way befor it really deals meaningfull damage. It only shits on tanks that actually trie to tank it as the dps if ramped up is pretty high due to 75%armorpen.

Seviang3 votes

I know it may not feel this way, but I'm fairly certain that overall towers have been too strong this season. It's really hard to crack tier 2 and the inhib line, in particular. Games have been going longer on average at pretty much all elos and I think this is Riot's attempt to change that.

Shadow Gilgamesh1 votes

I feel like that's more to do with respawn times staying low until later (they don't start scaling until 35 minutes now) so it's harder to capitalize on winning team fights if they happen to take place on your side of the map or don't have a total blowout and 5-0 ace them, the turrets have less time when they aren't guarded. It's really frustrating to lose both carries, have the other team lose 4 of their guys, but we can't take a turret because their carry guards the tower in the lane that's anywhere close to pushed enough to take. But it's ALSO frustrating to see your towers drop at 15-20 minutes to just like, a Sion and a Tristana with no minions

slippykitten2 votes

turrents op

Eedat2 votes

losing the ability to shield champs if the tower has it's shield down.

That's already how it works lol

Remlap12232 votes

I think you guys fail to understand that the beam turrets sap your movement and attack speed. It's not meant to chunk you, it's meant to severely limit your ability to just walk up to the tower and singlehandedly take it out without minion waves (I'm looking at you MasterYi Jax Tryndamere). By the time late game rolls around, normal turrets tickle at best anyways, even on the squishiest of carries. I think the only change the beam turrets need are increased regeneration.

AbiwonKenabi2 votes

Yeah, they decreased the regen on inhib turrets, didn't they? I understand it was to prevent rendering a push useless, but c'mon, the health regen now is so pathetic. Especially on Nexus turrets, your last line of defense is a joke.

Konidias2 votes

Turrets are ridiculously weak.

I had a game recently where the teams were neck and neck... getting kill for kill... But the enemy team was grouping at turrets when our team wasn't there to defend, and they literally pushed to our nexus at 17 minutes in because of it. Like they were out rotating us and just took everything before we had time to respond.

It felt like the cheapest way to lose that I've ever experienced... We were doing well with team fights and cs and everything else, the enemy team just got perfect timing windows to solo attack turrets and wrecked us.

IcyPepper1 votes

Wards prevent that, friend :/ Gives you time to react when you know where they're heading.

Konidias1 votes

{quoted}

Wards prevent that, friend :/ Gives you time to react when you know where they're heading.

Good luck getting people to ward in Silver though... Even low Gold barely anyone wards at all. It wouldn't help when our whole team is no where near the turret... The problem was I would be in my lane and then our jungler would be ganking bot and then our mid would be back at base to shop, and then 3-4 of the enemy would storm mid and take a turret. Then most of our team would rush to stop them from pushing more, then 2-3 of them would quickly be at another empty turret and take that one... The problem is that it only takes TWO people to take a turret quickly. You get the adc plus a tanky support and they could drive through turrets like they almost aren't even an obstacle at all.

The support can tank a few shots, then pop out, then the adc tanks a shot, then he pops out, and by that time the minion wave is there, and they both go in and wreck it.

It's just dumb that a turret shot does so little damage. Let it do a LOT more damage to champions. WHY NOT? It would prevent more tower diving and allow for a bit of safety under towers. It would also prevent this league of tanking turret strategy where one tank and one faster damage dealer can take turrets with ease.

What is the downside to turrets dealing like 2x the damage they deal now? With a good minion wave you'd still be able to take a turret... but then you wouldn't be able to just dive a turret and 100-0 someone before you even take 20% damage.

2-3 shots from a turret should literally destroy you. Like 50% hp loss or more. Each hit from a turret should drop like 20% of a tank's HP. There is zero reason any champ should be under an enemy turret without allied minions there... other than to cheese people because turrets are a joke.

ImHerVoice1 votes

there should be a 30 second wait timer for the shild to regen after taking damage. Why that doesn't happen... Well lets just say, riot isn't that bright... Most of their staff are probably mindless college grad... You know "learned about game development in school... know nothing about how it actually works"...that sort of thing

Hellmet1 votes

If any change in the game makes the game shorter.. I'm all for it.

Borfin1 votes

{quoted}

If any change in the game makes the game shorter.. I'm all for it.

It also inadvertently buffs earlier game champions, so keep that in mind.

Deadly Mittens1 votes

Who are currently drastically in need of help do to the new limited pink vision mechanics making it much harder to snowball.

Hellmet1 votes

{quoted}

It also inadvertently buffs earlier game champions, so keep that in mind.

I'm okay with that, they will adjust the champs over time. You don't need hour long games.

Tobeyeus1 votes

Personally I think the shield changes were too heavy handed. I think the shield should have been changed to become a pool of shielding. Turrets have a 300 HP shield. If 1 ally stands by the turret they slowly get shield that ramps up to 300 HP while the shield on the Turret slowly ramps down to zero. If their are two allies the shield is split between the allies. So they get 150 HP shield and with all 5 players they only get 60 HP. This way the players get a benefit for defending but the turret doesn't get protection. The enemy can poke the turret while the players defending aren't getting punished due to Nidalee spears and other long range poke teams.

junglerboy161 votes

Middle turrets are incredibly strong right now, it is the base Laser turrets that are pathetic. Once they realize that they didn't just seem weak in comparison they may buff them a bit.

GuiltyGecko1 votes

I don't even know why they are making this change. You can just sneeze in the towers general direction and it will lose it's shield. A support and auto attack it once with the new changes and POP goes the protection. I rather they just take it off all together.

Nin10do00141 votes

What's a "turrent"?

Konidias1 votes

Basically turrets should do HP percentage damage instead of static amounts of damage... They should hurt like level one throughout the entire game. Only to champs. Minions can still tank the turret so that is the optimal strategy for taking them.

This way if the minion wave is nowhere near a turret, nobody should be concerned about that turret going down. If I see my top lane enemy minion wave is 15 seconds away from reaching my turret, I should be able to relax and focus my time elsewhere instead of being worried that 2-3 enemies are gonna rush over to it and melt it without a minion wave.

Meep Man1 votes

The shield was designed to be strong against strong siege teams. Inhibitor turrets are against divers. Nexus turrets are double no diving towers.

Dreddeth1 votes

The early laning phase is just about the only time that a turret poses a threat. Wasn't it their whole point to be an objective as opposed to some dinky little thing that barely manages a minion wave before you trash it?

More from Gameplay

More by Shadow Gilgamesh