@RiotRepoertoir do these turret buffs seem fair? if not, let me know some improvements
just a thought, what if after 2 or 3 turret attacks, it starts converting its damage into true damage. Here is an example:
"We decided to add some turret buffs since the community was complaining that tanks--and late game just makes turrets a useless feat, we can honestly agree after testing a few different situations of our own, and we have decided to buff turrets to hopefully keep some lategame potential in terms of punishing bad dives"
Turret base hp: + 200 - turrets are noodles
NEW: Turrets get HP growth as the game goes on (50 or 30 hp every minute if it were 50, at 30 minutes we would get 1500 extra hitpoints) EX: nexus turret hp: 3k at 0:00 and at 30:00 it is 4.5k - turrets are noodles
NEXUS TURRETS: 50 hp/ 30 seconds. Health regen increased by 2.4 - turrets are noodles
FAR INNER TURRETS: 40 hp/ 30 seconds. Health regen increased by 1 - turrets are noodles
INNER TURRETS: 25 hp/ 30 seconds - turrets are noodles
OUTTER TURRETS: 15 hp/ 30 seconds - turrets are noodles
FAR INNER TURRETS: NEW; After damaging a champion twice, converts 20 % damage into true. the next attack after that deals 30% true damage (etc) - a malz will now get punished for staying under turret with his R, all tanks will take punishment as well, along with divers that make bad choices
NEW; Does 10% max hp to all targets - this will stop tanks from diving you in your helpless position under your inhibitor turrets, or atleast punish them for diving bad.
NEXUS TURRETS: NEW; after damageing a champion twice, converts 30% damage into true, the next attack after that increases by 15% (etc) - This will stop simple 5 man dives and a fed kat from 1 shotting you under turret without facing the concequences
NEW; does 10% max hp to ALL TARGETS - when a late game tank goes for the dive without giving a damn or even having too, this should hopefully punish them for their miss-play on the dives
The reason these buffs seem so overextensive is because of divers. Let me explain, divers have on job: execute a good dive and get the kill, however a maokai doesnt get punished for making a bad dive, does he? neither does the tristana, or the lucian, or the vayne, or the-- you get the point. Basically, this system punishes people for being dumb and making bad plays. Remember yesterday, when your turret was getting destroyed, and someone on their team decided to dive you but you got away near full hp? those cringy dives need to be punished for not being executed.
This system makes it so that, if your dive isnt timed right, done well, or if you are just dumb enough to not know what you are doing, then you get punished.
This system makes comebacks possible again, with the damage against people who are too far ahead that can no-effort dive someone with no punishment.
And yes, it is now possible for your most fed person to outplay a 5 or 4 man dive if they know what they are doing, because the turret can now matter. So if that retarded ass f*cking adc dies because "they wanted to steal enemy red" and they have a 70 seconds CD timer, the turrets can actually be useful unless the enemy team acts quick, and acts good.
Thank you, but i feel the downvotes coming.
P.S
No, these arent the buffs that have to be definite, its ok to say suggestions and etc, but if you downvote, riot may not see this and i hope i can spark some type of idea in riots head with these, so thanks again for reading, and give me balance suggestions (plz)