Tower strength should be more evenly distributed.
So let us talk about how strong towers are.
- I want to begin saying that this isn't so much griping such as thematically problematic.
- The value of the first tower (which is by far and away the weakest) is the highest.
- Tower ramp up is dramatically different between the first six and the last 5 towers.
Towers a long time ago used to be very strong. Early dives and tower shots did far more damage and towers lasted a fair bit longer. Now admittedly I think that it used to be too high but I Feel like riot went a little too far in the other direction. The theme problems are as follows.
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Towers are supposed to protect you. The tier 1 towers don't last very long. Tier 1 towers do not have any regeneration and are vulnerable to merely having waves crash on them or champions chip them down. Chip damage and crashing waves into it to take it instead of earning it off a kill or good rotation results in an enormous lead early. So big that ~80% of professional games are won by the team who gets it. I'd propose that for the first 5 minutes it takes 50% reduced from champions then all outer towers (including bottom) take 50% reduced damage from minions to force you to push them down in order to abuse minion waves.
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Inner towers are better and in an almost good spot but again they suffer from wave after wave of minions and single ranged autos being able to chip it out. However due to the distance from T2 to Enemy T1 does help the chip damage problem and forces a concerted siege or successful split pushing. That's why I'd say tier 2 towers are nearly at the perfect power point but probably should have a very low HP/5 (Say 15hp/30) to regenerate a small amount of HP if after a wave crashes you slow push it out it'll regen some HP for the next wave trade and forces you to use the wave instead of just letting it crash.
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Inhib towers are comically strong and difficult to kill if you don't completely eliminate them in one go which generally requires baron, an ace, or a massive lead. This is largely due to a few things. Minion killing speed, HP regen being sky high (Do they really need 5hp/second thats 150 per wave!), and importantly ramping damage over the game. They never fall off.
Now I want you to read two things.
> +4 AD at 8:00 and every minute after that, until 270 AD. > 5 health regeneration per second. > +2 Armor and Magic Resist every minute starting at 30 mins, up to a maximum of 30 Armor and Magic Resist > Each Turret shot deals 27.5% of the turret's AD.
> +4 AD at 8:00 and every minute after that, until 290 AD. > 5 health regeneration per second. > +2 Armor and Magic Resist every minute starting at 31 mins, up to a maximum of 30 Armor and Magic Resist > Each Turret shot deals 27.5% of the turret's AD.
Which one of these two is the inhibitor tower and which is the nexus tower? I bet 8-9/10 people would guess the harder scaling tower is the last line. Welp it's not. That's anti thematic. There is no reason that should ever be the case. I'd propose flipping the damage numbers and leaving inhibitor towers with the powerful 5/sec hp regeneration because if you are losing those there are 2 inhibitors they could be taking first which would generate supers.
Honestly I think that towers are in a good spot overall I just feel with the introduction of first tower gold that first towers should more than just lane swapping be fortified in some small ways to compensate and decrease the snowballing slightly.