Differentiation of turrets could add some spice to the game.

Blyted··8 votes·3,212 views

Why not make each tier of turrets distinctive from one another? On the surface this might seem like a pointless idea, but before outright dismissing the idea think about the upsides. One big upside is that it will always be easier to balance 11 turrets than 100+ champs and items. Another upside is that if nerfs are required there are no turret mains out there.

For example:

Make outer turrets deal more damage based on the amount of defenders. Turret dives are good for the game, but they are too easy to pull off in comparison to the potential rewards. If only one person is defending an outer turret it should hit harder. The damage the turret does should be reduced for each additional defender with a TP in the vicinity counting as a defender upon cast not completion.

Inner turrets should do something that maybe provides utility like have an aura that gives defenders bonus tenacity or a brief speed boost. The damage on inner turrets should maybe be lowered to compensate for the aura.

Inhib turrets already have regen so that is already something distinctive.

Adding a variety of turret options could be used as an additional balancing lever or as a means to just spice up the game. If you wanted to get really crazy there could even be turret package templates available in champ select?

Please share your ideas for potential turret attributes that might be cool to see in game.

2 Comments

VG Crows2 votes

At this point ANY turret changes would suffice as long as those changes are meant to be buffs to them. It's ridiculous how turrets are negated,ignored and nerfed to the ground nowadays

adtrl1 votes

What about the core's towers having a charged shot that could hit one minion then another before bouncing to an enemy champion, then and/or having a laser that deals continuous damage. Although quite low but deals true damage?

Or maybe allow the core turrets to have the same attack but they can target two things at once. (ie) A Jhin attacks Ahri under a core tower, oh no the tower continues it's attack on a minion while shooting the second shot at Jhin.

(P.S.) Maybe give the last towers going into an enemy base the ability to deal a shockwave dealing a small amount of damage while knocking back foes. Or have it be stronger but only works on enemy champions and for enemy minions it fears them? (If for the destroyed tower being a shockwave, maybe have shards of the tower and crystal in the blast visually?)

More from Gameplay

More by Blyted