Towers are WAY too weak PLEASE FIX

Dealth··21 votes·1,271 views

I just played a ranked game where my team was winning the whole time. We got all 4 dragons, took out their mid inhibitor and was grouped mid.

We thought they were doing Baron, but of course they ambushed us from the bush. We lost that team fight and the enemy team aced us.

They took out our tier 2 mid turret, inhibitor turret, inhibitor, both nexus turrets, and our nexus in the 40 second death timer.

There is so much wrong with this, when is Riot going to address it.

9 Comments

Pikmints4 votes

I think Riot was a little misguided in their endeavors earlier this season.

The following is all IMO and I won't be able to link any references. It's all speculation. It seems like Riot thought early in this season that fast games and games with higher tension would produce a more enjoyable experience. If we look at the limited-time game modes that came up, URF was described as fast and people loved it. The problem there is that the games this season aren't "faster paced" but rather they just end sooner.

When moments have higher stakes, then people feel that much better when they succeed. This feels like Riot's justification for making death timers so long. There aren't moments when you get a kill and it gives you nothing more than the gold + XP that every kill is worth. But that reduces the likeliness of the comebacks which people like, since every kill not only gives the enemy team objective control, but the global gold for each turret taken increases the power of people that were already able to handle you before.

And then there's Sated Devourer and Guinsoo's Rageblade. How Many times has Riot had to rework/remove on-hit items? Why do they insist on keeping such a hard to balance prospect in the game? I know it opens up unique paths for champions, but we've never had problems like "The ADC has too much AD" or "ADCs are critting every other attack, OP", it's always the on-hit builds either are too strong or too weak. I have no idea for their justification on this unless it's just something the game systems team wanted to keep incorporated under the notion of strategic variance through this grandfathered system.

So I do think Riot intended for the changes this season to be enjoyable ones for everyone, but in practice they contributed greatly to the reason season 6 as a whole will be looked down upon as much as things like the Atmog's meta or League of Black Cleavers.

Yosuke Apperu3 votes

I miss when the vanguard shield was on the 2nd tower in mid lane. According to riot they wanted the tower to fall faster so they weakened it. I hate it.. i miss when towers were a threat.

Cavemantero3 votes

The damage is way too high and towers might as well not be there. You can thank all the whiners who wanted 20 minute games or ff. Riot listened to them and no one else. The game is almost at the counterstrike level of quick death.

kebslol2 votes

Concurred. For some reason meaty character walk under every tower with impunity and easily kill squishy mages.

Can Riot FOR ONCE balance the mages to have more hp, armor, magic resist so they can compete with the crazy ADC Support Assassin Bruiser Tanks?

Tired of the unfair. Sick and tired of it.

Verdade2 votes

Please... i play Vel'koz, i never buy Zhonyas or basically any defensive items. Okay, maybe except HP from Liandry's. And i never have problem from enemy diving me. They can't dive you if you play smart and have good positioning...

Verdade2 votes

So you screwed up vision, enemy had minions at your towers, their main damage dealers survived TF and pushed your nexus. So, what's bad about this? If you had been winning, you would be at their inhib towers, having all lanes pushed towards their base. Even if they aced you, they probably wouldn't be able to push even inhibitor turret...

Game now rewards vision and lane control much more than shiny teamfights, what's wrong about that?

PDE5 Inhib2 votes

I watched a Nid take a ~30% Nexus tower with 0 minions.

Venedictos2 votes

Why don't they have towers deal +100% damage to champions or penetrate part of your armor and remove that freakin' mechanic that allows enemies to attack you under your turret if you're out of the turret's attack range? It always feels so bad to get dived 2v1, 3v1, 4v1 or whatever. Like, what the hell turrets are supposed to protect me and 10 minutes into the game they feel like they're just there to pour gold on the map and control minion waves.

ZT Xperimentor1 votes

Been saying it for years, towers got nerfed way too hard.

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