Are we going to address turrets at some point?

Succubús GF··40 votes·1,575 views

I cant tell you how many times ive seen someone get away with diving. Or myself. They literally might as well heal you when you get past level 6. Obvious joke, but seriously they're like wet noodles and i know ill get the "turrets arent there to protect you but like they should at least be able to defend you a little.

27 Comments

DunkinNoobs3 votes

Address? You mean buff? In that case, no. Riot has made it very, very clear that they don't want towers to be good and they don't like how strong towers impacts the game. Stronger towers reduce the value of teamwork, and they won't be buffed for that reason alone.

GULAG 4 U15 votes

Shouldn't they increase the value of teamwork? So you can't have the adc tanking tower and get away? Because with strong towers, you actually need the tank to tank it, not anybody. Isn't this a form of teamwork?

DunkinNoobs6 votes

No. Towers are meant to make up for disadvantages in manpower, and making towers stronger means you need less people to defend the towers, which means moving around as a team to dive or siege towers is a far less powerful strategy. Weaker towers encourage players to group up and try to force plays with greater numbers. But if 2 people can easily hold a tower against 3, then those strategies disappear in favor of much more individual based play. Weaker towers encourage grouping. Strong towers discourage it. But worst of all, stronger towers reward bad play and punish good play by making rotations matter less. Why bother rotating on time when your team can hold the tower 2v3 no problem? Just stay in your side lane and split push.

GULAG 4 U5 votes

I see, thank you for sharing your point of view and enlightening me.

Also I seriously don't understand why you are downvoted. The point of the mechanism is to prevent things promoting no discussion, not to say 'I disagree' or 'I don't like what you've said'.

Spoofghoul2 votes

what defines a strong tower though

they could be made a hell of a lot more durable in more then 1 way

a small boost in armor/mr goes a long way in addition to

giving them hp regen which increases over time as long as they don't get hit or enter combat for example this means you actually have to go after them as objectives rather then afk pushing and dealing little tickles of damage over 25 minutes until they fall over

this means rotating or diving or making picks and capitalizing or miss your window

it also forces players to actually push waves in to stop the regeneration to keep towers from healing up

it also makes successful defense of your tower more rewarding

additionally their targeting a.i. could be improved to prevent ''braindead'' dives from being succesful 99% of the time anyway

this way towers don't need piles of damage and make up for a player disparity

DunkinNoobs2 votes

{quoted}

giving them hp regen which increases over time as long as they don't get hit or enter combat for example this means you actually have to go after them as objectives rather then afk pushing and dealing little tickles of damage over 25 minutes until they fall over

Hate to tell you, but this is a legitimate and necessary strategy to counter how dominant AOE comps are at teamfighting.

Spoofghoul1 votes

i know it is and that strategy isn't completely gone by what i suggest it just mean that a successful defense will help keep your towers up

So you will need to apply that pressure a bit harder and not be completely passive if you are outlaning your opponent, alternatively you roam and help your teammate

Rotating/diving/taking neutrals to name a few are all good options to deal with it too

barson bazooka2 votes

You just rant too much, and you never get good feedback, just hate. I admire your persistence.

Succubús GF1 votes

Not sure if this is a good thing or not, i dont expect much from the boards but i like sharing my thoughts

GULAG 4 U2 votes

You should. By making quality posts, you increase the quality of this place in general; right now most posts are mindless bitching/whining without ever suggesting fixes-Only 'Gut this' 'nerf that' and salt posts.

Azteryz1 votes

havent they been bufing towers for the past year?

you're making it sound as if they haven't heard the towers are weak plea and they did nothing about it

HEALTH 3300 ⇒ 3500 FORTIFICATION DURATION 7 minutes ⇒ 5 minutes FORTIFICATION DAMAGE REDUCTION 35% ⇒ 50%

are some examples from last years tower complaints

barson bazooka1 votes

[{quoted}](name=Afk Warding,realm=NA,application-id=3ErqAdtq,discussion-id=Kf0HgxOg,comment-id=00000000,timestamp=2017-05-12T09:19:36.328+0000)

Not sure if this is a good thing or not, i dont expect much from the boards but i like sharing my thoughts

It's a good thing, I said I admire your persistence.

Junkο2 votes

Yeah yesterday I stunned Zed and Lee who were diving me under turret as Veigar, used everything on Zed and then they killed me. Turret started attacking minions and didn't switch the moment Zed ulted (fuck the fact that Lee is there damaging me right?) and they both got out alive. So retarded.

Later into the game, I 6 hit an enemy turret after we won a teamfight. Like sure I'm Veigar and have lots of AP, but what's the point of turrets if they literally don't do anything at all?

TwoHeadedFreak2 votes

What bugs me is when you're full hp and a diver can still kill you under turret 1 v 1 and escape with more than half hp. If they want team work, maybe make dmg reduction (turret dmg) scaling based on how many team mates you've got with you fighting the turret and buff the base dmg.

SpecterVonBaren2 votes

Riot needs to give them a way to counteract all the mobility that's been added to the game. Maybe make it so every three attacks the turret fires a shot that applies the grounded debuff for 1 second?

TheOmegaBear092 votes

My biggest issue isn't the numbers on the turrets, but how often they just seem to ignore enemy champions. Not to prioritize minions when the enemy champion isn't damaging me, but when I'm getting dove and the tower just doesn't target the enemy champion while they're hurting me or there's no minions and the enemy champion walks into turret range to poke me or stop my recall and the tower just ignores... I do understand why turrets work the way they do. They make teamwork for diving and pushing more important. If the AI on the turrets worked flawlessly, I could understand it (although I think with the addition of the herald maybe they need to do something about that...I enjoy a short game every now and then but I also do truly enjoy the longer games that are a struggle to win. Those are just so much more fun to me!) But I can understand the outer/inner turrets being like they are. However, I honestly feel like inhibitor/nexus turrets are just a tad too weak right now, since taking one down doesn't feel like a big deal. Taking town an inhib turret used to be "breaking the base", signifying a big amount of effort and smart playing. Now taking down an inhib turret just doesn't have that same feeling of achievement.

zero3562 votes

Lots of other MOBAs (as far as I've seen) do a couple of things with turrets to fix this

Their turrets hurt like a bitch, especially early Some give turrets splash damage Most have normal range for locking on, but longer range for actually hitting things (so you can get close and not be targeted, but if targeted, it will hit you at that range) And the turret AI generally works better in other games

Succubús GF1 votes

I remember i tried playing Dota 2, i know, sue me. Anyway the turrets hurt really bad lmao i was like league catch up

Dauthau1 votes

There should be a significant slow for each successive turret hit against enemy champs. Also the turrets should do %HP damage so that tanks are actually damaged by them.

Fed by Snu Snu1 votes

Don't worry, I'm sure Riot has some good changes for towers next patch.

Like for example making every dragon killed available to summon Rift Herald style and push a lane on their own. These dragons will also have flawless AI, but Mordekaiser's ghost dragons will still be retarded as a pebble.

JustJayson1 votes

You can't have turrets a complete safe haven that people can hide under permanently. Diving requires controlling the aggro at earlier levels, and if your getting dived often then you need to realize when you should back away from turret and concede it or call for help. Dying to save a turret then losing the turret following is far worse than just backing away from it if you have no help coming.

Lucian Waifu1 votes

Don't worry, in a few patches Riot will just decide to take turrets out completely so they don't have to listen to us tell them they made turrets trash.

FennekSucksAtLOL1 votes

I don't know if this would fix turrets but I was possibly thinking that having the turrets do some fixed amount of % health true damage in the first 15 or 25 minutes could at least help them in the early game. While it wouldn't stop them from being sieged fast it would at least make it hard to dive at earlier points in the game.

Rıots Bad Client1 votes

The only thing they should do to turrets is just give them double the amounts of HP.

top and jung can just come up to kill you. and before you can spawn rift herald is already on your inhabiter turret.

Melledoneus1 votes

Every time we clamor for turret buffs Riot nerfs them.

So if we clamor for nerfs will they be buffed?

Troll for Trump1 votes

Oh they do buff turrets, they just buff everything else even more

Trias0001 votes

Last game I had huge FPS drops in the beginning of the game. As a result, my adc died 1v2. I tried to defend the tower, but they dived me at level 3 (!) and took the tower a little over 4 minutes into the game. 4 fucking minutes! I didn't know that was even possible. That's why I hate playing botlane. You fuck up once and you've basically lost your lane. And the enemy gets first tower gold on top of that, from a single push.

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