Could anything be done about the current state of Turrets BEFORE you rework tanks?

Envoy of Melody··59 votes·1,888 views

This whole game feels dumbed down to ridiculous levels thanks to Riot turning turrets into literal horseshit. My team had Banner users, Portal users and mechanically difficult characters, and we got run down by a tank tanking our inhibitor turrets AND both nexus turrets.

Dear Riot games, do you know how frustrating it is to set up plans and strategies only to lose against a completely retarded and spontaneous "Hey, how about we run it down mid with Trundle tanking 50 turret shots? Not like we need minions that we don't have, because the enemy team cleared the wave before they lost the teamfight."? Because with recent changes you applied to your game, I think you actually DON'T know how frustrating this feels like.

When are you going to reward tactical gameplay again? I thought I'm playing a MOBA, not a Hack n Slash game. Right now, every single game I'm playing is decided by who has the most retarded tank that doesn't give a damn about turrets. What do we even have ZZ'Rot and Banner of Command for anymore at this point, these items feel like complete jokes compared to the single manforce that a half-arsed tank can provide to their team.

We used to have laser turrets, they weren't good, but they were just OKAY, but now? We've gone REVERSE. Games end in 20 minutes because apparently, a Titanic Hydra and a Deadman's plate is enough to tank two Nexus turrets? That's just ridiculous. We've had many crappy seasons, but so far, I think this must be the worst. It doesn't feel good at all to play defensive supports anymore, because everyone just SHITS on your defenses. Your outer turrets can't even regenerate health over time, so defending them is like praying that nobody on the enemy team decides to have a short fuse and run down bot lane, because in theory, they COULD.

I know you don't want every game to last 50 minutes thanks to a 900 AP Janna perma shielding turrets, but what is this garbage meta? You didn't make a compromise at all here. Instead of making turrets able to withstand a 5 man rush without minions, you just turned them into plastic pinatas with a "Hit me" sign attached to it. Before you start reworking more characters and adding to the problems we have, could you please fix turrets first? Because quite frankly, I won't feel like playing anymore if you're planning to rework tanks and keep turrets the way they are. You're only going to make this situation worse, and then the 5 man botlane ganks will NEVER end with tanky junglers camping the shit out of bot lane because turrets aren't a visible threat.

TL;DR Please don't jump to the conclusion that we need a tank rework before you do something about the current state of turrets.

15 Comments

Spoofghoul11 votes

how turrets should be:

you need a tank to tank turrets you need a carry to kill them, or some other way of dpsing it down

How turrets are in live game play Now i play maokai and my wet tree farts make turrets fall over and my adc just tanked one for 20+ shots

Ralanr1 votes

So by that logic, I can't take the turret in top lane without my carry?

Spoofghoul1 votes

You can if you chip it down over time i guess or build for the purpose with a zz rot or banner of command

And if you don't play a tank you will most likely have more dps which makes it easier to chip it down

But i am against just taking it within 1 wave as ive seen many maokai do

Turrets are supposed to be objectives and should require some effort to take down, taking down a turret besides global gold also gives more map control as you take away a ''safe zone'' and some vision

Ralanr1 votes

I agree that you shouldn't take it in one wave, but you described it like tanks shouldn't take them at all.

Spoofghoul2 votes

It's more like tanks should struggle with taking them down as they would lack basic attack dps/damage

Meanwhile ap carries have their empowered attacks vs turrets and ADC/ ad casters have strong basic attacks to take turrets down faster

I find them to be to weak in general

Anyway those carries should get seriously hurt by these turrets and that is where beefy champs would come into play for tower dives or tanking the turret if you only have 2 or so minions to keep the backdoor armor off

The different roles should have different strengths when it comes to objectives so that teamwork is more necessary

As a tank you could build zzrot or tank tower to preserve the minion wave and gain a bit more damage that way

More brain and teamwork should be needed for dealing with objectives is kind of the point im making

As a bonus this leaves room for a tank/juggernaut to have a specific strength as in stronger vs objectives/turrets like Yorick for example he would be good vs turrets/neutrals with his ultimate. Gives more niche opportunities for tanks or other beefy champs

Yaśuo Main6 votes

Here's a question.

Why do inhibitors have more HP than the towers? Aren't they the fragile part of the base?

Why didn't they put the inhibitor and nexus towers for 4000 hp and replace inhib hp with tower hp?

What even?

YokoNomi3 votes

[{quoted}](name=Yaśuo Main,realm=NA,application-id=3ErqAdtq,discussion-id=Hpe8Rj3s,comment-id=0000,timestamp=2017-02-26T14:32:46.620+0000)

Here's a question.

Why do inhibitors have more HP than the towers? Aren't they the fragile part of the base?

Why didn't they put the inhibitor and nexus towers for 4000 hp and replace inhib hp with tower hp?

What even?

At the very least, that much could be justified that it's due to how snowbally the game is. Give people squishy inhibs, and you'll see even bigger problems over the horizon. By no means should inhibs be made weaker. It is true though, that towers being weaker makes no sense. I sincerely hope to see some changes to them as well in the near future. The map and items receive more neglect than the actual champions do.

QuickenedBlade1 votes

[{quoted}](name=Yaśuo Main,realm=NA,application-id=3ErqAdtq,discussion-id=Hpe8Rj3s,comment-id=0000,timestamp=2017-02-26T14:32:46.620+0000)

Here's a question.

Why do inhibitors have more HP than the towers? Aren't they the fragile part of the base?

Why didn't they put the inhibitor and nexus towers for 4000 hp and replace inhib hp with tower hp?

What even?

stops backdoor cancer of walking into their base and suiciding for it by hitting it 2 times

Automated Riven4 votes

people always forget that tanks used to be able to walk up to towers without minions and kill them while walking away with half health. towers are stronger then they used to be.

Teklm1 votes

I remember doing that with Jarvan in season 3. It was awesome.

xelaker3 votes

heroes of the storm has flimsy towers but they have a debuff if you don't have some sort of minion or summoned critter to tank turret shots you are slowed and such. it IS completely possible to tank it and destroy it, don't get me wrong, but it's something.

and, yes i know, HotS is a different take on the moba turret from games like league and despite your HotS hate (you're out there downvoting this comment right now) it has a ton of good ideas about certain things league seemingly ignores.

Hikageya6 votes

Tower are more tanky when there is no minion in range in LOL.

JustSaiyan691 votes

Why even post this, Riot doesn't give a shit about us or the in game experience, just whatever is flashy and fast paced for the lcs.

Melledoneus1 votes

Trundle can tank many more turret shots than most tanks because of his sustain and ult.

Warlord Zudane1 votes

Idea: Turrets used to have armor penetration, but it was lowered... what if the armor penetration was swapped out for armor reduction? Something that would stack, but drop off at a rate 50% slower than turret shots (allowing them to stack but not indefinitely).

This would really discourage turret diving like that because it opens you up to not just the turret but to the enemy as well.

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