Petition to buff turrets.

BBag0hxULG··166 votes·2,862 views

I thoroughly believe that turrets are a "safeheaven", if you will. They are designed to protect you from ganks, or if you're just behind in lane, for you to be safe in general. Well, it seems to me that if you have over 100 armor, which is easily obtainable from +9 armor runes and Ninja Tabi, taken your base armor per level as well, the enemy can just sit under turret aggro for 20 years for free. There's also the factor in which the majority of the tank items got a slight armor/mr increase, with the cost of lower HP, which again, makes it so much easier to just run it down under tower with a dick in your hand and not give a fuck in the world. My suggestion, is to A: Give us the shields that the tier 2 turrets used to give us, and B: Bring back lazer turrets.

44 Comments

korg02336 votes

My turret is only good for stealing my farm and giving enemy team gold. That is it. Never feel safe under turret never rely on them. So sad.

RainbowIcee2 votes

That's not going to change if anything it might get worse, they're on a trend to make games go by quicker. Thus things like the new rift herald. On paper it seems like an awesome idea but the consequences are boring LCS games were they're too afraid to fight or duke it out with skills and not just 1 v 3. And for the regular players an increase in toxic players were FB is the start of a "GG OPEN MID " and the insane pressure junglers have now with tilted team mates. This isn't directly riots fault though but I have to wonder what the ultimate goal was in making the games High risk/higher rewards.

rG Thundrag17 votes

Turrets would of be better off doing 50% physical and 50% magic damage they can keep their penetration but this would make stopping huge amounts turret damage incredibly difficult but it would still help tanks with diving against magic damage based enemies when they build mr items

BBag0hxULG3 votes

Great idea.

Clappie1 votes

This could be the answer to all our prays... why is this not being discussed?

Kudrov9 votes

turrets in 2k17 is the real meme not the adc one.

Ad Astra per Asp7 votes

They aren't at their weakest as others have pointed out, but they are also weaker than when they were at their strongest for sure. There was a time turrets were actually a safe haven and until mid game no one could take more than 2-3 hits. Riot wanted shorter games though so summoner spells like fortify are no more and now you have lots of offensive strats vs turrets: Rapidfire Cannon, Yordle Team Comps, Rift Herald, Ohm Wrecker, Bard Ult, and a host of champs that soak damage well anyway...

And there are no defensive strategies really I'm not sure why. Defensive strategy used to be awarded a lot more than it is now, passive play is just considered bad by most people now even though in most strategy games playing safe and waiting for your opponent to make mistakes or be over aggressive with poor judgement are valid strategies. To be honest I think a lot of it comes from high elo players pushing riot to push the game that way b/c they wanted to just be able to stomp aggressively.

Akali is SO HOT6 votes

The turrets are there to protect you for early on in the game, but when mid game comes around they become an objective that needs to be defended/taken. If turrets were too strong then games would never close out because diving would be too risky. Relying on your turrets to do everything for you shouldn't be how this game is played. If you can't win without the help of your turrets then you don't really deserve to win. They could probably bring back lazer turrets for the nexus, but, other than that, turrets are fine where they are now.

FatedSaviour1 votes

i mean, in the mid game its kinda a protection from unwanted teamfights if you play it well enough, giving you essentially a decent amount of dps if they try to full out teamfight under tower, so, i guess thats their as well

NineTailedMystic1 votes

Turrets need to be strong offensively or defensively though, not shooting butter or melting like butter. Honestly, just remove how Turrets are affected by penetration effects and give them more Ar/Mr.

ChaosThief3 votes

I think the issue isn't that they become objectives, I think it's that they become objectives too soon.

Akali is SO HOT1 votes

They could probably get away with giving them a few defensive buffs to make them last a little longer, but the damage should stay where it's at right now so teams can make dives to take objectives.

Envoy of Melody6 votes

Let turrets deal the same damage without damage ramp up, also increase general turret damage.

No more "tanks sitting out the first 3 shots and letting somebody else take another 3 tomato shots".

No more "Hey let me play Draven, Vayne, Caitlyn, literally everyone who bullies people under towers, oopsie, got accidentally hit by a tower being a little prick, oh well, I can heal it away since the first shot is so weak it might as well HEAL me."

No more "Lee Sin is level 4 and behind your turret waiting in bush. You know he waits there because he's a retard and not good at what he does, but do you know what he's good at? Tanking 3 turret shots with AD runes and masteries."

Oblivious Denial5 votes

Here's an option; make turrets do 50% physical and 50% magic dmg. This way, diving is more risky, esp in the early game where people generally only itemize defensively to counter their lane opponent. This generally means they either have mr or armor, not both (except for maybe a few parts like someone has item 3111 and a item 1029 or item 3047 and a item 3211 )

Acheron163 votes

[{quoted}](name=DoX Riv,realm=NA,application-id=3ErqAdtq,discussion-id=Ht4r52Nm,comment-id=0004,timestamp=2017-05-30T07:13:48.854+0000)

Here's an option; make turrets do 50% physical and 50% magic dmg. This way, diving is more risky, esp in the early game where people generally only itemize defensively to counter their lane opponent. This generally means they either have mr or armor, not both (except for maybe a few parts like someone has item 3111 and a item 1029 or item 3047 and a item 3211 )

Maybe having their shots do 50% magic and physical damage while the ramp up shots add true damage.

Meaning you can perfectly dive with tankier champions, but cant simply ignore the turret's 30 shots at you, especially when Warmog's exists.

Avienal2 votes

{quoted}

Maybe having their shots do 50% magic and physical damage while the ramp up shots add true damage.

Meaning you can perfectly dive with tankier champions, but cant simply ignore the turret's 30 shots at you, especially when Warmog's exists.

The 50% split damage feels like a nice idea since that means no armor stacking 'titan' is going to get away scott free which we all know a particular pair of divers known as LeeSin and Hecarim still run the 1 damage, rest as tank item builds to just face melt you even when you should be safe after using flash to escape the enemies and instead the Lee can just take 3 sometimes 4 turret shots without much of an impact.

It might be nice if the implemented more effective counter diving measures that don't really 'disable' till after the 20 minute mark. Such as if a person with 50% or less health is under a turret and a enemy attacks them, the turret will lock on much faster and have increased attack speed or increased damage for the first 2 shots or so in order to make people less inclinded to whole hog you while someone else soaks the turret shots. Because even at times, once a few 'snowballs' are in, people can just one shot you under your turret, making me sometimes feel like the turrets need to break the 'normal rules' and just get a 2nd turret that ignores minions and starts unloading on those EZ eat maniacs who exploit turret 'shot soaking' to harass you under your own turret.

If Riot actually designed it properly they would not only of got the turtling strategy 'killed off', but also have a gun still pointed at snowballing's head to make them have to make better setups while the enemy is not under the turret and not just get away with EZ moments all the time, like one snowball annoyance of bullying i see is a jungler or support going behind the enemy's first turret and then pincer fk them with pokes so they can't even back till they are low enough to just plain one shot the enemy's remaining health because they can't back without the constant bullying not letting them to get the X seconds to back.

If the name of the game is cheesie burst damage, then turrets really need to 'counter' the cheesie burst champions from getting away so easily with scott free yolo moments. It's not even about bush jukes or scummy support CC(beyond Thresh / Blitzcrank armed with item 3117 and just dumpster screw with you by either hooking you or just distract you with the hooks, usually resulting in said Hooker's ADC to get a EZ op to damage poke you hard, even if you did not get hit by the hook (because not everyone can focus on 2 things on a screen at once).

[slayer-jinx-unamused]

Seviel Vorose5 votes

If you think Riot is gonna notice this, you're wrong. They couldn't care less. By the way, you're right.

Lord Desert3 votes

Did you know that your nexus turrets are weaker than your inhib turrets?

XxDRAGONsAK47xX2 votes

Please do...

I need a better turret for my teammates when they start feeding...

doiminat0r36002 votes

Not a petition. Just a post that's bound to get upvotes for holding a popular opinion and having the word "petition" infront of it.

The boards complained about lazer turrets when they first appeared. Now they're complaining they're gone. Make up your mind.

Envoy of Melody1 votes

The only thing that pissed ME off about laser turrets was that it felt like they spontaneously gained 50% more range when they had the convenient idea of killing you over and over again. I've seen those things still hit me when I was at least 5 Teemos away from the vision radius.

Avienal1 votes

{quoted}

Not a petition. Just a post that's bound to get upvotes for holding a popular opinion and having the word "petition" infront of it.

The boards complained about lazer turrets when they first appeared. Now they're complaining they're gone. Make up your mind.

Very sure the main issue is turrets basically lacking proper measures to counter out early game EZ divers/under turret pokers and late game EZ soakers so its just people doing GATE rush strategy shenigans all over again in the late game and early game just results in the 'EZ pokers' rushing an enemy to back as soon as possible and then more then likely the jungler follows in and all 3 of them gets the enemy turret either half way dead or destroyed super early.

It makes me think they should bring back the 'defensive resistance'(Like the others would 'disable after X minutes have passed) to the bot but instead it trips if 2+ people are within its turret range (to prevent junglers joining in but not allowing it if say the support is at base and the jungler being a carry type like Xin/Jax/Lee, to rush it with a similar rush EZ dmg champion like Lucian), At the very least it might make said type of junglers be more focused on roaming then focusing on bot lane to EZ rush free kills an first tower kills and get a dragon super fast.

[slayer-jinx-unamused]

Silverjust2 votes

3 towershots should make a squishie atleast lowlife, and four should definitly kill them, 5 shots should definitly kill a jungler with no defensive-items atleast 10 should kill a fulltank

Kaeblen1 votes

they used to ignore 40% of enemy armor, and ramp up damage per shot.

do they still do that?

maybe its that champions can do that now, so we got items that let us ignore that kind of punishment?

I really don't think turrets need those bells and whistles they used to have... that was for about half a season, right? I just think they need a numeric buff.

Glîtchy1 votes

{quoted}

they used to ignore 40% of enemy armor, and ramp up damage per shot.

do they still do that?

maybe its that champions can do that now, so we got items that let us ignore that kind of punishment?

I really don't think turrets need those bells and whistles they used to have... that was for about half a season, right? I just think they need a numeric buff.

They do scale damage with every hit, and if 2 enemies are in range then the turret's target leaves, then it continues scaling damage against the other target, I miss the laser beam turrets tho

KatsumotoOsaka1 votes

My personal opinion is to increase the max damage of the stacking damage effect of the turrets. The max damage a turret can do is too low. you should be trying to gtfo after 5 turret hits not playing ring around the rosey for another 10 hits. I agree something needs to be done but i find the first few hits have enough damage already.

Prevent the ring around the rosey games under the turret that last 10+ tower hits but don't hamper tower dives .

FilDaFunk1 votes

It seems the bot tower is designed to attract ganks...

a special one1 votes

nice poll u got there

Elikain1 votes

I'm not up for prolonging the games because people can just set up shop under second and third tier turrets for the free shields and lasers. Turrets are fine when it comes to how tough they are but their damage is relevant in the early game only. After a while, turrets no longer feel like areas where you can stand your ground because if one champion gets sufficiently tanky to take a few shots without a problem, dives are always happening and you're forced to let it fall or die with it.

Which means that i'm not against buffing their damage against tanky targets, in means of giving them some armor pen or some % HP scaling damage. Of course, that shouldn't get out of hand. Turrets aren't supposed to act like fountain lasers and forbid every champion from ever looking at you the wrong way in their area. Riot did change turret AI to better respond to champions out of their range and they no longer reset the ramp up damage by switching targets.

Funkin Dunkin1 votes

I still think turrets should do %HP based true damage.

Corvid1 votes

As a person who's favorite play style is splitpushing, no. Split pushing is core to the game, or else it would just be an aram. Turrets are fine.

Silverjust1 votes

I think the amount of health/resistances are fine, the problem is, they dont deal enough damage to champions. champs who did not build defensive items can take way too many shots

Corvid1 votes

Imagine screwing up early in lane and the turret just hits you down to half health. That's not fun. =c

Silverjust1 votes

the first shot should, similar to how it is now, be a warning shot. But if you actually dive, you should be punished if you do it wrong

zeskgames1 votes

I was thinking, what if they give turrets magic damage as well, so it rewards players who build magic resist and punishes players who try to dive with just armor.

DemainaNyx1 votes

I mentioned this in another post that I feel like if towers do physical damage, then barons/dragon should do mostly magic damage so that people can't just build 2 armor items and completely tank every objective in the game.

Or maybe do something like have towers do physical damage in general, but the ramp up damage is magic damage.

Bolwinkel1 votes

I remember how laser turrets were supposed to slow and reduce/ignore armor over time. But that was removed like a week into it's conception because it made towers too strong.

AwesomeGuyDj1 votes

people dont realise, increasing tower damage means subsequent buffs to minions. If you increase tower damage minions last less time under tower, meaning it becomes harder to push in general. Unless you only increase against champions.

Doseqis1 votes

The turrets are fine as are in my opinion they protect you for the most part from levels 1-6 then it's you protecting them from there on out, you should be able to dive someone to extend your lead it's just a good mechanic no matter how bad it feels to have done to you, if turrets were lazor nobody would dive and people who are behind couldn't be punished

Silverjust1 votes

I dont want dives to be impossibe, but at the moment it is too easy to dive with just squishies

Danyoja1 votes

Maybe if turrets did less base damage but increased in damage based on certain percentages of health (like WAY more damage [probably % health or maybe start shooting really fast] or get slowed [20-30% ]once below 50% health). That way if a person isn't careful in the early going they'll probably only evenly trade diving under turret (also tanks will still be punished if they reach that 50% threshold) and it doesn't stop coordinated plays where you and the jungler dive someone.

But overall Turrets needs to target threats better and prioritize the champ with the lowest health when you are ganked.

Steelflame1 votes

I just think Turrets should have their range go up if you are in a numerical disadvantage in that specific fight (up until 10 minutes, anyway. After that laning phase is well and truly supposed to be over so the mechanic should go away then). If the opposing team outnumbers you by 1 or more in a specific radius (Lets say 2500 of the turret, while visible), IF a champion is attacked under it, the turret will gain 500 range and prioritize champions for 10 seconds, refreshed every time an allied champion is attacked under the turret. It will only remove a champion from the count 5 seconds after it their status changes(Meaning if you kill someone in a 2v2 you got 5 seconds to GTFO or the tower will gain the numbers disadvantage buff).

This does two things.

  1. Makes bot lane dive parties less safe. With extended range and forced champion prioritization, champs with aggro drops (Fizz's Playful/Trickster, Elise's Rappel, Vlad's pool, ect) won't be able to drop turret aggro scot free once the kill has been made. Because this buff only applies in cases where the enemy team outnumbers the allied team, it doesn't protect you from being 1v1'd or 2v2'd under tower.

  2. Makes the much hated Lane Swaps less safe for poking and harassing the lone champion to keep them off of the wave if they farm under tower, as it will gain a surge of range if you do leaving you taking 1-2 turret shots rather than being able to skirt the edge of the tower range while pumping out tons of harass as a lot of ranged champs can do, especially in a 2v1 where the melee opponent can't retaliate.

Toru Itai1 votes

Signed

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