Tower Damage Idea

Primaquarius··3 votes·441 views

This would require some rework of the 3rd position and Nexus position towers, but what if they dealt 8% True Damage to champions on first hit, which warmed up to 10/12/14% in order on consecutive hits? That way, Carries and Tanks have equal survivability when damaged by them, which is up to 7 hits without dying, from full HP. This keeps the dive window small and the risk/reward phenom at the front of strategy, which means teamwork is an absolute must mid to late game.

If we reduce this damage value for 3rd and Nexus towers by 75% it will fit all towers equally.

3 Comments

Hugify1 votes

Well,I think It might work as much as % hp makes me barf,but I think that will make early game diving too good.

Primaquarius1 votes

Actually if you consider the fact your target may turn-and-burn as you're diving, that kind of reduces your chance to survive the tower shots. Then again, you really shouldn't dive with one skill available

Mecha MaIphite1 votes

Perhaps some flat damage so that you can't tank tower at level 1, and so tanks do have a little more of an incentive to tank towers?

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