Towers Don't Protect us anymore, We Have to Protect our towers.
Title.
Title.
They never were supposed to protect you. Assist you, yes. But they aren't supposed to be 11 extra fountains. If 4 people tower dive you, you shouldn't expect to kill them all unless you do it very correctly or they do it very incorrectly. But if one person dives you at 20% HP, the tower should at least help you out enough to get a return kill if the diver doesn't do it perfectly.
No i know, but that is protecting you. I never said they were meant to play god and be undeafyable. The thing is, as you said: "But if one person dives you at 20% HP, the tower should at least help you out enough to get a return kill if the diver doesn't do it perfectly." Tanks can just tank the tower all they want and thats the end of it. The rest of their team can then do watever they want. You won't be getting any kills as the tower might as well just be forcing the tank to recall and thats it.
Except they can't. If a tank is at 20% HP, they're still gonna die in two tower shots. They're gonna die even more if they don't have large amounts of reliable damage, which, in a tower dive scenario, I can't think of any tanks that do.
Oh lol I was thinking that in the scenario I was at 20% health. I also was talking about how people can dive you, the tank soaks the dmg, and the squishy carries do all the dmg.
In that situation, it's completely fair that you die. The team has committed at least two players to one area, possibly more, and juggled tower aggro so that either the tank sucks up all the damage or the different members take the damage evenly without dying. Either you have to outplay very well under tower, or your team has to see that the other team has sent so many resources to one area that they can take an objective or a fight of equal or better value.
No I know, but the point is that I can be at 85% health and they can dive me fine.
If you're playing a tank, that's a fair point. However, if you have any remote amount of squishiness, a well-executed, multi-man tower dive should result in a kill.
The fact that you are still standing there while you know they are gonna dive you is a bigger call of problem to me. If you tell me they came from behind or you didnt know they were coming well the answer is = wards.
But saying all of that, yes I do agree turrets needs a buff, atleast the first tier turrets, damn they are squishy.
Except they can't. If a tank is at 20% HP, they're still gonna die in two tower shots. They're gonna die even more if they don't have large amounts of reliable damage, which, in a tower dive scenario, I can't think of any tanks that do.
Not necessarily. Especially with high-regen tanks like Mundo, who mitigate enough of a tower's pitiful damage through armor and Dragon 4 that they can literally gain HP passively while sitting under tower aggro.
At 4th Dragon point, you're well into the time when towers stop being any sort of protective measure. At minimum, I think that it's 27 minutes, and that's if you get it instantly every time it spawns.
Quite ironic isn't it :P
Yep. I just thought of this little witty title so I posted it.
Very true. Towers use to be your back up or coverage if your lane got goofy or gank. Now they dive right in on you. Not much to do. But your second half if the header is correct, protect your tower. The one of many objectives in the game.
How when level 3 ganking jungler just goes in and 2 shots you, and escapes clean with over 1/2 life?
And I get it...your point is to try to keep people from complaining about the terrible terrible damage meta right now but the problem is these 'minion traffic cone' towers make the game boring and predictable. Once the first adc gets blown up under his tower the game is over. It sucks.
"Damage Meta" now I've heard it all XD
tower defense buffs?
I mean, this was always a tower defense game ._.
People finally get this isn't a kill game where towers act as a safe haven. This is an objective game where towers act as minion traffic cones.
To be fair, you should be allowed some safety to reliably be able to protect your objectives.
Goon's Tower Defense:
You have to admit though, there is something funny about tanking 10+ turret shots with 1.5 armor items, and still walking away with half HP.
I must admit, it is XD
I think that this has always been the case.
Towers only ever protected me when I was really really shit at the game, and hence playing against really really bad players.
Now that I am only mostly shit, the players I am against know how to play around towers better.
Yes, but towers are weaker then before, and too weak for much of the communities taste.
Tower's aren't actually significantly weaker than before. All of the towers have 4000 health and 0 armour. This is the same as 100 armour/MR and 2000 health, the value from S5 for outer and inner turrets - with the increasing armour over time they are actually stronger! The defence of inhibitor turrets and nexus turrets has fallen, making them weaker in a siege, but the attack has not, making them offer the same strength in a dive. They therefore offer the same amount of protection (and siege comps probably deserved a little boost as they were performing fairly poorly). The change to resistance when no enemy minions are nearby is actually a buff to towers. 200 Armour and 4000 health equates to 12000 EH. 300 armour and 2000 health is 8000 EH. Of course, this doesn't change how towers protect you.
The only change that weakens protection is the removal of the shields from inner turrets. I am not willing to comment on how significant this change is, but I doubt it is responsible for all the complaints we are hearing.
I don't think that I have missed any changes. Have I?
aktually, towers have recived only buffs and never nerfs to tehir damage, they were never stronger when they are now. Though it's still true that towerdiveing was more risky in the past - because towers need to stack up damage, and in the past dives did last a bit longer as the overall damage compared to tankiness was lower than now, and one towershot more or less makes a huge differnce in damage.
Tanks are tankier and the towers got extra health for less armor (I think).
So true! Don't worry, turrets have 250 armor. Oh, but if a single minion comes in range, it's completely fucked for some reason. And I find it really stupid to hear the dev's reasoning on making the nexus turrets the weakest. "There's two of them." Well, no shit! I thought there was 1! But really, there are three freaking lanes! For that logic to work you would need SIX on the nexus! It's stupid that minions are stronger than turrets; two super minions can win the game for christs sake... so aggravating
Yes
Towers are objectives, not a crutch for weak players.
No I know, but their weak objectives. I never said they should be your god. I don't want towers to be fountains, I want them to be protecters and guardians.
well fountain is untargetable so that would be pretty bad indeed
You were always supposed to defend towers, that hasn't changed in the slightest.
Towers are only supposed to protect you early game, and they won't protect you from being dived and killed when you are below 25% health if the enemy team plays it right.
Now whether they are doing as sufficient of a job protecting you early as they could be is another topic, one that is not addressed in your post, and is in an entirely grey area.
You were always supposed to defend towers, that hasn't changed in the slightest.
Yeah but this is more like we're trying to protect our afk ally. The tanks can soak up the damage so the tower might as well just be terrain. All the tank has to worry about is that he now has to recall.
Towers are only supposed to protect you early game, and they won't protect you from being dived and killed when you are below 25% health if the enemy team plays it right.
No I know, but its ridiculous how easy you can dive someone and how weak towers are atm. I never said that it should be impossible to dive someone.
Now whether they are doing as sufficient of a job protecting you early as they could be is another topic, one that is not addressed in your post, and is in an entirely grey area.
I indirectly said they were NOT doing a sufficient job of protecting us in the times they are supposed to.
u have to admit i was able to take a route around the inhib tower with only 1 armor item and walk out safe.
I seriously get tired of my team flaming me for not roaming out of top when I clearly have an opponent with better wave clear and will just destroy my tower in 2-3 waves. I have to protect my lane like everyone else. It's not my fault I'm the only one on my team doing it effectively.
Like, around 25 minutes yah.
#It was ALWAYS like this.
Problem is that you cannot even protect them cause they are so fking weak.
This has been true since before Season 1
Fuck this was true back in DotA allstars
Yes. You are completely right.
I made this point a few weeks ago and some kid disagreed saying towers were stronger than ever. I won't even begin to try to do the research or to argue with him. Even if it is true, it does not change the problem.
Even if tower damage is "higher" than before. It does not change the problem. Snowballing and damage burst is at an all time high for the history of this game.
Unless the towers are 2 shotting people the damage is irrelevant in the current state of the game. Push wave to turret - > have someone get ago and stand on the outside of turret - > proceed to smile as said enemy gets killed while you tank 4+ shots.
The enemy is dead before the turret gets off 3 shots and this is early game. Fast forward 15+ minutes and turrets become completely irrelevant when people die in 2 seconds.
That's the point.
implying they did protect us in the past...
The thing is, that right now(and for most of the past), this is true at all stages of the game, but the important qestion is should this be true at all stages in the game?
I'd argue that towers should be some form of save haven **early **in the game, helping to survive in a bad matchup without falling behind to much, without feeling helpless I also think they should still be some kind of dangerzone lategame(inhip and nexuse towers) that can't be entered carelessly, especially not by squishys. I think the main problem is that towers need to provide something else than damage early on to real be somewaht protective without punishing towerdives way to hard I think a shield mechanic simila to that which inner towers had would be nice for outer towers to provide some protection, maybe with a mechanic like yasuos that takeing damage means the shield falls off shortly after, and with maybe differnt values for ranged and melee. Aditionally, the stacking up damage and mostly aggro jugling are rather problematic aswell, atleast with how bursty the game is. Towers deal high damage - once fully stacked up, but most people die befor that happens, and with propper agro jugling you can prevent that anyway, especially vs inhip towers that need longer to stack and loose ALL stacks upon switching targets this allows especially squishy champs to dance in and out of tower agro without really getting any damage later on.