Turrets need to be smarter, not stronger

Mandaari··105 votes·4,717 views

Turrets really aren't that weak, they're just way too easy to game. It's too easy to drop turret agro. Example: Elise can take a couple turret shots, use her E (both dodging an in-flight shot and dropping agro), and immediately continue to attack while a teammate picks up agro.

IMO turrets should try to stay focused on champions. If Fizz troll poles and drops agro he should pick it right back up the second he's targetable.

69 Comments

SlaktarTasken35 votes

Raging Turrets

Everytime an allied champ dies under turret, turret launches a missle barrage that does aoe damage to all enemy champs within range, damage = 1, unrampeded up turret attack = equal damage to (first attack), ramp up effect does not get reset against champ that is currently taking curret aggro, this effect does not stack with ramp up damage (champ taking ramped up turret damage will not recieve extra hits).

Implement something like this and you will start seeing people actually start to respect turret and calculate their dives instead of being so f*cking mindlessly divehappy.

Vengeful Turrets

When allied champion dies under turret, turret automatically focuses opposing champ with least effective health quantity.


I know it might be stupid but these are just propositions, as the game keeps introducing more mobile divehappy champs (bursty, versatile and mobile champs), turrets keep getting weaker, they could do with an update that actually has an impact.

Maybe this way people wouldn't be so encouraged to 4man bot 24/7 thanks to how easy it is to succeed at pretty much all stages of the game.

JMoormann11 votes

If they can rage, can they also rage quit? I would love to see my opponent's turret self destruct after having a depression because of feeling completely useless after a Riven dive.

Brascus9 votes

They self destruct after an outrageous Taric dive?

https://media.giphy.com/media/vXEeRBP3QeJ2w/giphy.gif

ShaftyMegee2 votes

Throw Upvotes at this man

BeatzBoyFTW5 votes

Somewhere, a Heimerdinger be like, flipping tables everywhere & shit.

Mimy15 votes

Idk.. but lazer turrets don't seem like they do much... ._.

I miss the old towers from season 4 .. Q_Q

Spicy Rice5 votes

This, even if the towers are ramping, it takes a lot longer to get any meaningful damage done to anyone with any amount of tankiness.

Mimy4 votes

Sometimes you don't need tankiness to dive lazer towers..

2 people have dived me and a teamate and got out un harmed.. (2 people dive 2 other people)

and there were times when I was able to poke people by going under their lazer turret and taking little consequence for it..

I just don't feel like it's very unhealthy for turrets to provide so little protection.. I think if you have good wave clear you should be able to defend a turret.. otherwise people plow over you just to get your nexus..

I'm not complining about if 4 people dive one person.. i'm thinking like.. A yasuo and an Ahri diving a Shaco and a kennen..

Shaco dies.. and the yas and Ahri still get out okay dispite being squishy as they are..

Sure shaco was low so no surprised he died... but me and the tower should of at least been able to punish ONE of them for that dive..

Champion Skin3 votes

The thing is that Lazor turrets seem to be made against tanks since they don't have that high damage but they have really high armor pen to burn down tanks Which in effect mean that an ADC with item 3072 and item 2140 could likely tank the turret just as well as the tank as long as the ADC was hitting minions thanks to all the "extra" hp the ADC could get from life steal And mages can have a decent amount of HP from items like item 3027 item 3116 item 3151 item 3048 (Shield) and of course other defensive items should they chose to build them

Champion Skin2 votes

Well the weird thing is that the targets you expect the turret to hurt... ADC's and other squishies aren't hurt that hard... why? Well because the turret is more effective against tanks because of it's moderate damage combined with really really high armor pen So the most effective way of tanking it is simply having a huge health pool or being an ADC with life steal and hitting minions or something juggernauts also work rather well as their builds are generally more focused on health stacking while tanks generally have more resistances with stuff like Frozen heart (Health heavy items which are common on juggernauts item 3748 , item 3053 , item 3071 )

Potato Doc8 votes

I would say the easiest way to implement this is once a champion is hit by a tower, they receive a debuff for x seconds, where the tower becomes aggroed to the champion if they have the debuff and are in turret range.

However the debuff should be like vaynes W and only proc on one champion at a time allowing a team to juggle turret aggro if they are smart.

Mandaari4 votes

That works if one person is diving a tower, but not more. The instant a second person draws agro it stays on that person. IMO the turret should just remember the order of champions that it began attacking. It'll always prioritize them in that order until they leave turret range.

Transgressor1 votes

Didn't you just read him saying that with his idea turrets can have their aggro juggled? If it rememberd, there would be no point in that. Do you know an example of game mastery? Being able to effectively juggle turret aggro. Do you know which game in the whole MOBA genre has the strongest turrets? This one. Do you know how much damage they do? They are the most powerfull they've been in LoL history. What changed? Items, champions, players got good at the game.

Mandaari2 votes

Settle down there buddy. I understood what he said, and I'm not saying people shouldn't be able to juggle turret agro. I'm saying people shouldn't be able to juggle turret agro without leaving turret range. Having a Vayne W-like debuff means that if someone else picks up agro, regardless of how you dropped it, then the stacks will reset onto that person. That still means that any momentary untargetability drops agro for you as long as there's a second person.

PaladinNO5 votes

There shouldn't be anything that can make a champion unable to take tower damage apart from Zhonya/invulnerability. Troll pole, troll pool, rappel...nope, sry.

This issue of the uselessness of the towers at the moment is a rather big case for me. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/VTnL8HWP-turrets-are-never-useful-when-you-need-them-to-be?comment=000e000b

...and OP's post is another proof of the towers' AI actually being an issue.

Jet Sett1 votes

{quoted}

There shouldn't be anything that can make a champion unable to take tower damage apart from Zhonya/invulnerability. Troll pole, troll pool, rappel...nope, sry.

Vladimir "Did you forget about me? That's ok, you're still invited to my pool party :)"

PaladinNO2 votes

Vladimir Troll pool. Fizz Troll pole.

"Mundo go this way!" https://www.youtube.com/watch?v=GO6fQPFzKfs

:)

Brascus3 votes

What if you could buy items that upgrade your towers permanently till destroyed? Like items that make the turrets always target champs over minions.

Mandaari6 votes

Why? There's no reason to make it an item. It just makes it a burden that's probably not worth getting over a real item.

Like Ohmwrecker.

Brascus1 votes

{quoted}

Why? There's no reason to make it an item. It just makes it a burden that's probably not worth getting over a real item.

Like Ohmwrecker.

Like a consumable you plop down, oh maybe even put up a gate and some trenches; a draw bridge!

Melledoneus7 votes

Let's just make a f*cking moat and get it over with. Come near my turret and you take 50% HP true damage each second.

I feel like this will promote counterplay.

Mandaari2 votes

Only if it takes the form of spears and CCs. Cuz, you know, it's already a pink ward.

The Sword Saint2 votes

{quoted}

What if you could buy items that upgrade your towers permanently till destroyed? Like items that make the turrets always target champs over minions.

Or use health potions on towers.

GigglingAngel1 votes

{quoted}

What if you could buy items that upgrade your towers permanently till destroyed? Like items that make the turrets always target champs over minions.

They'd have to be on the cheaper end if you wanted to get the most out of 'em, seeing as if they are on the expensive end, the first tower might not even be around by the time you get it.

alfavhunter2 votes

Idea, turrets now prioritieze targets struck by their allied champions. So I can just AA a squishy during a dive and the tower will focus them over the first person that hit me

Gg towers are feared during dives again

Transgressor2 votes

Eh finally someone who doesn't cry about turrets being weak as fuck, and instead suggests bug fixes, or actual meaning to be added to turrets. You got my support mate.

High51 votes

Yeah. I disagree with the suggestion, but it's moderately well thought out.

Also, just because tower diving looks easy doesn't actually mean it is.

Transgressor1 votes

But thinking logically does only produce good results :(

Please, we must circlejerk, it's the NA Boards tradition :(

The Deckowner2 votes

regular turrets are fine. but lazer turrets are kinda stupid.

Wolfeur2 votes

Turrets should remember who hit champions and if one loses the aggro, it should target another champion who hit them and not reset completely.

gg git diff1 votes

Solo tower dives are still strong though.

Mathbalnase1 votes

Even with just minions around, the same tactics described in the OP can buy you 1 or 2 tower shots and reset the damage amp.

gg git diff1 votes

While this is true, few champions have a way to drop tower aggro, and those who don’t can usually still dive.

Mathbalnase2 votes

Few champions, as a fraction of the total, have a way to shed aggro, but the number seems to just keep growing with time, and the ability seems to correlate rather strongly to champions that have balance problems.

But even if addressing this behaviour wouldn't do much to reign in tower diving over all, it would do a little, and doing a little can be a good place to start.

High51 votes

Are people still complaing about fizz? Has he been played at worlds? Using vlad as a reason to change towers or calling for a vlad nerf is silly. I like vlad, but there's nothing op about him right now.

Mandaari1 votes

No.

  1. Why does it matter if a champion is played at worlds?
  2. Fizz was an example of a champion that has a specific mechanic that abuses tower A.I., along with Vlad, Zed, Yi, Elise, Bard, Ekko, Lissandra, Maokai, Shaco, and Tahm Kench. The fact that I chose him has nothing to do with his balance, nor is it calling for nerfing him any more than it's calling for a an indirect nerf to anyone else in that set of champions.
56552559_DEL1 votes

I disagree about fizz though. If champs like that become un-targetable due to an ability then the turret HAS to target SOMETHING and will target the next thing within its range in the order it came into range. You cant have a turret target someone that is un-targetable and then re-engage on that person when another entity has taken the aggro. Because abilities like that are just like if you were to run out of range of the turret, wait for the minions, and walk back in with the minions in front of you.

If you take away the ability to use abilities like that, then you would have to apply that to drawing the aggro after you walk out of range and walk in behind the minions. It wouldnt be fair otherwise and either way, that is not fair.

fasega1 votes

The turret reveals stealth champions and don't allow them to be affect in tower range. Maybe champions with untargetable abilities should still be able to be hit when in tower range(By the tower only). I mean after all the tower is suppose to give you the advantage of extra damage and shouldn't be stopped from doing that.

Treebornfrogger1 votes

Just be careful turrets don't get overtuned. If turrets are oppressive, defensive play will become rampant and the game gets stale. If turrets are OP no one will want to do anything. I think just because you're at a turret shouldn't mean you get a kill. If you play it well, maybe a kill or two, but it should be dependent on skill, not just hurrdurr I'm under turret so if you dive me you die.

Old Man Teeto1 votes

Turrets are fine.

Tower diving SHOULD be a viable strategy and something a team can practice and execute.

The stronger turrets are the longer games last and the less action actually occurs (more siege/poke/disengage compositions crop up, team fight compositions disappear)

While I personally enjoy Ziggs, the vast majority of the playerbase screamed in horror when for 6+ months, Ziggs/Xerath/Jayce/Anivia/Corki would just poke and wave clear until the 50'th minute where their team had every item and you had lost your patience.

Mandaari1 votes

It's not about removing tower diving as a viable strategy; it's about changing how a specific mechanic interacts with towers so that it's not so abuse-able. Personally I have no problem with tower diving, but I expect the people diving to be taking tower shots like everyone else.

The Yetii Rider1 votes

We could just make turrets still able to target champs who are untargetable.

The Bearded Bard1 votes

I think they should just target multiple champions.

Bhagswag1 votes

Disagreed.

Sire Hippington1 votes

I think the problem is less that elise can drop aggro(well, together with her overall strong early it'sproblematic, but not on it's own) the problem is that if eleise losses agro, and her mates don't imidiatly deal damage to an enemie champ, it will switch to a minion, wasteing that shot and reset it's stacked up damage Imo, if one champ looses agro, the tower should focuse the nearest champ in range that has dealt damage to an champion within the last X sec. I'ts so easy to juggle toweraggro and reset the damage if you have a minionwave, even without elise or fizz E.

darkmatchwaldo1 votes

eh, i thought that was the whole point of moves that make you untargetable though.

Mandaari1 votes

I think the point of moves that make you untargetable is that you momentarily can't be hit by abilities. The fact that it resets tower agro is a very strong side effect.

Kowagatte1 votes

Before towers get fixed someone needs to fix minion agro and minion collision, getting stuck between two creep and pathing being unable to move you happens WAY to much.

FantasySniper1 votes

The simplest fix would be to make them attack faster and maybe even faster projectiles. Harder to dodge stuff when there's more stuff you have to dodge.

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