Weekly please buff turrets post.
Please buff wet paper towels.
Please buff wet paper towels.
My turn to post this next week
I hope Riot is considering thorough improvements to Towers for Pre-Season 8. After the 10-15 minute mark, their damage dips terribly and everything turns into a diving festival. There never seems to be much of a consequence to diving a turret at 15 minutes because of how much the early-midgame has shifted since the start of the season.
Laning used to be over between 15-20 minutes; now it's conceivably over at 10-15 minutes for a few reasons:
Damage items are stronger for carries (ADCs, Assassins, meta APCs) and HP items are stronger for tanks. These changes mean that either meta DPS champions will kill their target often before the turret can outdamage them, or that Tanks will hold turret aggro easily long enough for its team to accomplish the dive. Crit is in a solid spot at the moment (in terms of power) and Zeal items are really strong (weakest is Runaan's atm purely due to being built the least). It is not uncommon to see ADCs build either a high DPS item or Lethality of some kind, meaning both champions die faster and turrets die faster. This case becomes more apparent as Objective-Specializing ADCs (Tristana, Kalista, Twitch) that excel in destroying Teamfights or Towers/Dragons sit at the top of the ADC pool.
Lethality builds on AD Assassins are exceptional now and helps end lanes faster due to the natural power-grab patterns Slayers take upon being fed. For example, when a Zed/Talon/S.Kayn/Kha becomes fed, he roams the map and dismantles the enemy team, not only snowballing himself, but also providing leverage for his own team. As a result, viable AP Mages currently compose of Taliyah/Syndra/Cassio/Orianna because they have self-peel and powerful burst patterns that can either win team fights or meet that Assassin's damage.
Morello's is still powerful and DPS/Control-Mages are the current AP Meta. CDR is abundant for these champions, they hit powerspikes fairly often and their build paths are not expensive compared to non-meta Mages. They have self-peel and provide enough utility or yield high scaling, thus losing lane does not to hit as hard once grouping begins. Even Ziggs (in SoloQ) is performing exceptionally well, and he specializes in killing towers to boot.
Lastly, Jungle changes this season have made a huge impact. Tank junglers are more viable now, easily soaking turret damage as mentioned prior. Mountain Drake is designed to make Turrets easier to reduce to rubble. Lethality buffs have made several junglers more dangerous and capable of wiping lanes, either leaving turrets unguarded or killing champions before the turret can revenge-kill the diving assassin. Catch-up experience helps Junglers stay healthy and relevant in terms of Level, thus "weaker" champions are less abundant throughout a game. Either it's a total stomp where a team annihilates turrets, or their champion base stats remain relevant enough to not be overly harmed by "badly scaling" turrets.
Overall, turrets are just too soft and deal too little damage after 10 minutes, becoming almost negligible at 15 minutes and becoming entirely forgettable at 20 minutes. If it weren't for the massive necessity for defending Inhibitors, you could argue that, after a certain point, Nexus turrets are the only real turrets worth giving a damn about after 30 minutes. I should also mention how a single wave of super minions can bring a turret below 50% HP and how two waves (two Super Minions) can conceivably solo one if not both Nexus turrets. You'd think at least Nexus Turrets would be able to handle minions....
Edit: Thanks for the downvote, it definitely contributes in a solid fashion!
The only issue I have with turrets is how 90% of your turret HP is gone if you die even once.
Especially when you have this this fucker
or this fucker
on the enemy team, then you'll just completely lose your turret altogether.
Careful, last time people massively asked for turret buffs, Riot gave Ziggs his turret execute.
And while players were like [sg-soraka]
Riot was like [sg-miss-fortune]
"Say buff turrets again. Do it! We dare you!" [sg-syndra]
buff them to dry paper towels
I don't know exactly what the mechanic is, but the fact that they take so long to actually start shooting their target annoys me. There's a lot of champs that can go a good distance into tower range and back out before the damn thing manages to fire a shot.
Honestly, I think early game tower damage should be nerfed, late game tower damage should be buffed, and tankyness should be buffed. But that's assuming no other changes. I think the game would be a lot better if the standard of damage were lowered overall.
Tanks shouldn't have the luxury to picnic under towers whilst their allies go bananas. Towers should do % max health damage and are harder to break down.
However people should realize that this will make games a bit longer if not too long. They shouldn't then moan about that otherwise you'll be going in circles.
why are so many people legit crying about towers? They are supposed to give safety in early game, not to one shot people in every stage of the game
Weekly +1 But no really. I've completely forgone the idea of not roaming just because the enemy is pushed under turret. As long as the turret is first targeting minions, I ignore it completely. It's stupid and I'm the one abusing it here. No one should get zoned off their own turret at levels 5-6 unless they're flat out nearly dead.
Make them more absorbent with less drippage.
Nerf anti splitpushing effects too btw
Besides that being a compensation buff, splitpushing sucks right now.
I don't think turrets need a damage buff. They only need a health buff.
I dont think they should buff turrets, but balance them out instead throughout the game otherwise everyone will be hugging on to their turrets
I have to agree. Was playing a casual customs against some friends and I was playing Mundo DID NOT USE MY ULTIMATE and was tanking the tower shot while also throwing cleavers and killing the minions. I barely lost any health because the tower was doing nothing to me. When you can tank a tower for a good 15-20 seconds and barely notice it's still on you something is wrong. That same game I was chasing down a rumble ran past the first tower he flashes still hitting him with cleavers runs past the second tower. Tries to slow me down with his ult still hitting cleavers and runs to his Inhib tower and kill him under it. I took about 7 or 8 tower shots when he died from all 3 towers and still got out with over 50% of my hp. Mind you he was hitting me with his E's while running away to slow me down.
Why buff them ? In lvl 1 each turrent deals 200 Dmg , which kills you with 3/4 shots , and let's say riot buffed the turrent like 4 times stronger , what do you want ? a turrent that kills you in 1 hit ? besides even if the turrent was buffed 5 times stronger , that won't stop
from diving you :(
so it's simply nerf tanks ...
Why not just have the damage stack infinitely? Instead of maxing at 3 shots? Or give it more armor pen? Could always make it do true/pure damage.
level 4 zyra killing adc under turret and taking 2 turret shots and not dying.
<-------------<
[sg-lux-2]
A slight buff to turret range would do wonders to this game
Give turrets a 20% damage boost per enemy champion within range.
20% may be a lot, but something of that matter. If tanks want to picnic under tower while the rest of their team dives they can eat 500 dps for lunch
Give them 5k health and maybe have the nexus towers respawn in like 15 minutes. i can take the enemy top tower as olaf in 5 minutes at level 4.