Should turrets hit harder and/or have longer range on champs?

Its the FREEDOM·12/15/2015, 11:39:52 PM·40 votes·2,584 views

General curiosity. I've noticed for a while now its pretty easy to turret dive someone once you have a couple of kills. or the right tank. Add a Lee or an alistar and its very easy to take someone out of their own turret. no more then 10 min into the game. I always considered turrets to be your defense line if your lane starts to go bad. You should feel safe behind a turret.

now a days that doesn't seem to be the case. People can get in and out as easy as that.

What are your thoughts?

48 Comments

58738074DEL112/15/2015, 11:42:22 PM23 votes

[deleted]

Kaeblen12/16/2015, 5:43:13 AM9 votes

I just want them to port over the Twisted-Tree-Line Nexus turret.

That thing will MURDER you. (and it has mad hp regen)

63536895_DEL12/16/2015, 12:42:29 PM7 votes

The day that item 3056 is a useful item to buy is the day we know turrets are strong enough, there is a reason why its close to being the least bought item in the game right now.

Seenan12/16/2015, 4:05:45 AM7 votes

The inner turrets especially could stand to be stronger. Like, along with the lasers, incorporate the usual tower shots as a combination assault.

EDIT: adding onto it, sometimes the turret 'panics' or becomes nonresponsive and doesn't really target properly...Aka, the support got in range so it's attacking him/her currently, but it's not attacking the ADC pinning your ADC to the wall and having its way. I feel like it should attack the assaulter.

ValyrianBlade12/15/2015, 11:52:46 PM5 votes

absolutely not on the longer range.

I do think that turrets should: a) hit harder with progressive hits than they already do b) target champions if the previous target was a champion, WITHOUT fully resetting the progressive hits above c) maintain its target of the same champion when it goes untargetable (retarget that champion when he's targetable again) d) Switch targets more quickly (at least when switching to a champion), not get stuck trying to target champions as they step out of range.

The key to the second point is that juggling turret aggro is all fine and good, but it seems really OP when you get dove by 3 champions who juggle the aggro and are all very low, but at the end of it all only the last one being targeted needs to get out of range for the dive to be successful.

What should happen is that the damage ramps up so a long dive is destined to fail. Then on top of that, if it is successful, you ALL have to get out in order to survive.

Early coordinated dives are cool. Having 3 champions survive a dive at low health because the turret was just dumb is not.

FantasySniper12/16/2015, 5:57:47 AM4 votes

Do half damage, hit twice as fast, reasonably tweak the ramp-up on champions to punish pitching a tent under turret more, while also compensating for minions.

Now both assassins and tanks have way less opportunity to ignore turrets while farming doesn't change at all.

Although I guess that's too simple of a solution. There's no flashiness or play-making opportunities.

Daedalus87112/16/2015, 2:13:35 AM4 votes

Turrets should be able to target the untargetable.

That means you Fizz/Elise/Vlad.

Bruddah Mase12/16/2015, 3:41:38 AM3 votes

I think they should deal a % of either current or missing hp. Id prefer missing so getting hit by a tower in lane while poking didnt cost you the whole lane.

And no matter what they NEED to follow people through untargettability. Just make them switch targets then switch back

Ruin Lance12/16/2015, 12:08:41 AM3 votes

you do know that late game the point of turrets is not for them to protect you, but for you to protect them? with that in mind there is no reason to increase the range or damage of turrets because it makes no sense to.

Grashnim12/16/2015, 12:07:22 AM3 votes

Turrets harder please.

Knoyle12/16/2015, 3:23:36 AM2 votes

I mean in my opinion come level 10 or so and Turrets should be diveable but any earlier seem a bit ridiculous. Range increase is a no. However I think Turrets should still be a little more tanky. Perhaps level up as the game progresses like the Dragon, Red and Blue.

Xicashina12/16/2015, 3:54:23 AM2 votes

The issue with making any of the changes above is that it severely nerfs any early game focused champions (see renekton pantheon etc). If they can't tower dive you then as soon as someone is chunked down they'll farm under turret perfectely safe.

MasterSomething12/15/2015, 11:48:30 PM2 votes

Personally, I go against idiots who enjoy turret diving, and I find it easy to outplay them hard. Late game, they do need to feel more siege-y and less whack a mole-y, but right now early game seems decent to me.

Sightless6612/16/2015, 7:14:24 AM2 votes

I always considered turrets to be your defense line if your lane starts to go bad. You should feel safe behind a turret... now a days that doesn't seem to be the case.

That's not really anything special about "now a days". Turrets actually do more damage now than they ever have at any point in the past. Seriously, take a look at their patch history. Literally only damage increases since the start of the game. That's something worth keeping in mind when asking for increased tower damage. The only reason towers felt safe in the past was because we weren't good enough to understand how to dive them. We didn't dive when there were easy kills, and we messed up easy dives because we were bad. We've all gotten better at the game, so we feel towers are weaker.

Personally, I think "you should feel safe behind a tower" takes it too far. You should feel relatively safer than you do out in the lane, but there should be no guarantee just because you choose to play passively. If they bring champions to kill you and you don't respond, then you're likely to die. That's actually a really positive thing for the game as far as I'm concerned. The damage early game is perfectly fine.

You could probably convince me that the late game scaling on the nexus/inhib towers might be very slightly too weak, but the first and second tier towers need no damage adjustments at all.

TwinkiePro12/16/2015, 10:00:17 AM2 votes

What they need is to guarantee a shot. If LB dives under tower for one hit and flashes back, it should automatically fire a retaliation shot. the second a champ crosses the line with no minions or attacks a champ, they should take a free shot. A real risk versus reward scenario.

Spoofghoul12/16/2015, 10:49:06 AM2 votes

Towers should fire Nuclear ICBM's

LatetotheRace12/17/2015, 2:35:46 AM1 votes

Turrets are just garbage. But yea make the inhibs on SR have the same mechanics as the Nexus turret on TT.

Its the FREEDOM12/17/2015, 5:57:10 AM1 votes

You all have some very neat ideas. I like the thought of twisted tree line nexus turrets being seen in SR. Also the idea that turrets shoot twice as fast, with half the damage. Also certain champs such as fizz, and vlad. can still be targetable by the turret even in there state of invincibility.

My main reason for this subject is I personally have a hard time defending a turret by myself. I main a support, and anyone in my shoes i feel would agree that we're short on gold. and squishier then ever with the new adc buffs. Even after a few assists in lane, I see my adc going back to buy his BF sword or more, while im stuck defending the turret because im 100 g or so away from my ss. The current turret system now makes me an easy target under turret. i stay beside the turret i get poked out, Cant last hit minions cause easy autos from the front, not to mention us supports have to regulate our mana and skills so we can stay in lane longer since theres no mana pots.. while still having enough mana for a fight or two.

If turrets were just a little bit stronger, slightly more range. I'd think it be a bit more fair in that scenario. A scenario i see in all my games.

Dreadlocks12/16/2015, 3:50:31 AM1 votes

You can also out play people pretty hard under turrets and make them look like fools for trying.

Saianna12/16/2015, 2:31:00 PM1 votes

by the 10 mins game is already super-late game right now :P

Dives at 3 minute are kind of "did something hit me? Cause i didn't felt it on my 4 lvl champ"

Faded Lich12/16/2015, 2:43:42 PM1 votes

Longer range? No.

Hit harder? Yes but not at all levels. It just needs to hit harder level 7+ along with a little more armor pen.

Jambulija12/16/2015, 3:48:37 PM1 votes

What about this:

  1. Every Turret: Allies deaths under the turret empower the turret that gives of a nuke blast dealing 150 plus 10 x Lvl(of dead champion) physical damage, however the blast ignores minions (cool-down 90 sec).
  2. Every Turret: If a turret is taken down while any allies are under its range the turret gives them "Nexus Crystal Fragment" buff that gives them 5 + (1 x lvl) movement speed for 10 seconds, and makes them immune to CC effects for the next 3 seconds.
  3. Inhibitor Turrets: for every Allied champion killed in its range the turret gets "Take my energy" buff from that champion: +3 HP regeneration per 5 seconds permanently, stacks up to 5 times. And for 1000 HP damage the turret does to an enemy champion it losses 1 stack of ༼ つ ◕_◕ ༽つ

By 1 and 2, u can still dive easily and get a kill but getting out alive is more difficult and staying to finish the turret off is more dangerous. But lets say that someone goes in makes a kill but the turret nuke kills him; The attacker still gets "worth" satisfaction and the defender drowns its frustration in "sweet turret revenge" beverage. Also if u try to defend your precious turret with everything you got in thanks the turret gives you a safe passage with its last breath :D.

By 3 , the turret just helps you defend it if you and your allies are giving your best to defend it but are overwhelmed. However constant besieging tires the turret and he cant contain his buffs.

I was always thinking that turrets lack interaction with their champions, I mean these turrets are the columns holding your base. they are glorious humangus structures: Imagine Nautilus in that video "A new dawn" and you are Ahri or Graves now imagine a structure rising above Nautilus to defend you smiting enemies down. When i image the turrets like that... Our current ones are a joke, a mere cardboard cutouts of a Summoners Rift turret!

Ravenstiker12/16/2015, 2:31:44 AM1 votes

I think turrets should do something to shields such as Riven E

Potato Doc12/16/2015, 7:06:51 PM1 votes

So here is my suggestion. Right now the turrets currently gain damage upon hitting a champion. How they should change it is turrets gain "heat" while damaging anything, minions are immune to "heat" damage from towers.

Heat would work like how turrets gain damage right now but maxing at 12 stacks instead of 6 (attacks against champions gives 2 stacks of heat) heat stacks would also give half the damage increase it does now. Thus the max damage would stay the same.

At 12 stacks the tower begins to deal damage of a fixed amount of damage (say 35 true damage) to 2 random nearby minions or champions as well as its original shots, helping to clear minion waves.

With the hp changes of turrets the nexus turrets would regain their former 15 hp/5 instead of the 5 they have now (unless im mistaken)

A possible addition to this would be: Debuffs like slows or marks would also draw turret aggro from turrets, so champions like lee would automatically be targeted (while leaving the aggro on the minions if they dont enter) the moment they enter turret range if they are following up on an ability therefore decreasing the security of tower diving from long ranges and turrets correctly targeting/ getting a shot off

Jeddy01712/16/2015, 8:43:46 AM1 votes

Longer range on champs? Nasus - "Oh yes please.Makes farming under towers much easier"