Turrets need to ramp up damage faster

xJLx MCHammer··137 votes·3,649 views

I don't mind a turret not doing a lot of damage for the first few shots. However, seriously get annoyed when two people dive me under a turret and one of the tales an excess of three or four turret shots without losing 50% half

No these aren't tanks that I'm talking about. I actually like see tanks absorb turret shots, that's their role. I'm talking a riven who builds nothing but BC in terms of HP and still takes shot after shot. I'm talking about a Yasuo who ults you under a turret and manages to take 4 shots and walks away I'm talking about a lee or graves who hops past your turret taking multiple shot only so he can R from the back.

Riot can we please ramp up the damage turrets do after a few shots. This would enable the game to still end fast but make it a bit harder to turret dive. It just means players need to be slightly more on point when diving

67 Comments

BALDG1VEN BOOMER15 votes

They should get %Max Health true damage

xJLx MCHammer36 votes

{quoted}

They should get %Max Health true damage

No

Tanks would get hit the hardest and it means when they are turret diving in a 1v1 they get punished the hardest despite building the most resistance and least damage

xJLx MCHammer15 votes
BALDG1VEN BOOMER8 votes

It did, but nonetheless I agree with you posts, turrets should have better increased damage time over time.

HudnofskiBleh4 votes

I think he might be referring to the fact that everything has max % health damage. Not completely sure though.

Gelmous28 votes

that's probably the worst joke ever

BALDG1VEN BOOMER6 votes

I think you don't get the gimmick, that's why.

Gelmous9 votes

i don't think anyone got the gimmick.

Malicious Fury2 votes

My 7 year old says that every time he says something that's wrong and I correct him. "Oh just joking Dad."

TwitchInMyPants1 votes

[{quoted}](name=xJLx MCHammer,realm=NA,application-id=3ErqAdtq,discussion-id=PsXm7fRh,comment-id=00000000,timestamp=2017-05-13T14:51:24.047+0000)

No

Tanks would get hit the hardest and it means when they are turret diving in a 1v1 they get punished the hardest despite building the most resistance and least damage

As retarded as it sounds % dmg would be good. Armor will still be good but health stackers will need to consider tower dmg and it does more dmg to everyone across the board.

xJLx MCHammer4 votes

{quoted}

As retarded as it sounds % dmg would be good. Armor will still be good but health stackers will need to consider tower dmg and it does more dmg to everyone across the board.

I believe he said % TRUE damage. Meaning, it would ignore armor

TwitchInMyPants1 votes

[{quoted}](name=xJLx MCHammer,realm=NA,application-id=3ErqAdtq,discussion-id=PsXm7fRh,comment-id=0000000000010000,timestamp=2017-05-13T22:10:46.113+0000)

I believe he said % TRUE damage. Meaning, it would ignore armor

Yes but %dmg is also sort of radical given its always been flat, people like Mundo or Voli players would rage at that

Used To Main Zed14 votes

Better yet, make the turrets have one of those 3-hit passives that are so common on champions nowadays. Every 3rd shot, the turret deals an extra chunk of damage. This leaves the diver with counterplay (dodge the 3rd shot etc) but still offers the divee a good amount of defense.

quasistellar1 votes

Ooh I like this. Maybe the third shot slows or something

TheSingularity4 votes

The third shot instantly kills champions who are categorized as fighter XD Kappa

There is absolutely no tank bias here

Jabberwöcky10 votes

Heres what ive always said.

Tier 1 turrets (farthest out) need to be fast shooting turrets, with first shot being decent damage, but still week, then a harder shot and, after that one, the third hit, and after, will be harder n harder.

Tier 2 turrets need more range through out the lane (not sideways to go over walls), that way, if someone is trying to turret dive you, if they dont hug the wall, they can get hit by two turrets. This turret hits harder than the first, always, doesnt scale, but has a longer range.

Tier 3, inhib turrets, need to be slow, but hard, and splash damage.

Lastly the Nexus Turrets, need to have a mini spawn laser, that should slow +/or burn with either some true damage over time, or hp% of current hp on whoever it is they are focusing

Thoughts?

TwitchInMyPants2 votes

{quoted}

Heres what ive always said.

Tier 1 turrets (farthest out) need to be fast shooting turrets, with first shot being decent damage, but still week, then a harder shot and, after that one, the third hit, and after, will be harder n harder.

Tier 2 turrets need more range through out the lane (not sideways to go over walls), that way, if someone is trying to turret dive you, if they dont hug the wall, they can get hit by two turrets. This turret hits harder than the first, always, doesnt scale, but has a longer range.

Tier 3, inhib turrets, need to be slow, but hard, and splash damage.

Lastly the Nexus Turrets, need to have a mini spawn laser, that should slow +/or burn with either some true damage over time, or hp% of current hp on whoever it is they are focusing

Thoughts?

Tier 2 sounds incredibly annoying to try and siege or fight near. Can't they just be tier 1 turrets and the 3rd be unique? The range is already pretty good in midlane since there's already champs that take a shot hugging the wall just because of how thin the entrance around tower is (near red). Like I understand Herald and minions both make pushing easier even with the range but the second it starts shooting if you dont have a long flash/dash read you have minimal escapes and just by existing in midlane even with your team you're in danger of dying. That's honestly harder than a tier 3 at that point.

Gosh Darn5 votes

Taking 3 turret shots at level 3 should be instant death. It's so fucking frustrating having an enemy misplay horribly with someone like Lee or Yasuo THAT EARLY INTO THE GAME and somehow survive. With the stronger junglers getting level 3 and double buffs and coming out of the jungle at full hp, they can afford to turret dive and there's basically no counterplay.

Anidan2 votes

Y'know, I would love to see this in action just to find out how goddamn turtle-heavy it'd make the meta. "No aggression, the turrets hard-counter that."

Gosh Darn1 votes

Aggression is fine, but the turret is meant to be extremely dangerous for the first several minutes of the game. Even if you're being zoned and losing tons of CS, being under a turret at level 3 is meant to be relatively safe. To have 2 enemies attacking you under turret at 3:30, one taking 3 shots and both getting away alive is stupid. If you're going to gank someone under turret and live, you need to either be building AR or it needs to be later in the game, at least 7 mins.

Targon3 votes

Can the bot lane turret also have its early game fortification back since lane swaps are coming back in professional play?

AMYS GRAVE3 votes

I'm talking about a Yasuo who ults you under a turret and manages to take 4 shots and walks away

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/smUOc4Bh-yasuo-ult-trying-its-hardest-to-stay-away-from-turret

yoshi27903 votes

I'm talking about a Yasuo who ults you under a turret and manages to take 4 shots and walks away

LIAR!

Yasuo's ultimate Puts him out of tower range, because why not? [slayer-jinx-unamused]

QuickenedBlade2 votes

i love being dove at lvl 5 by enemy jungler and he takes 7 tower shots and ignite without dying

Corvo Attano7 votes

^^Clearly an exaggeration

Votable Jester2 votes

Maybe he's Ivern with shield and a Karma mid, both of them shielding the Ivern constantly? Maybe the Ivern also took barrier? xD

Corvo Attano2 votes

Maybe he was dived by a scripting 40% cdr max attack speed Pantheon with a Lulu top

Votable Jester1 votes

Damn yours is better than mine. Here's your upvote. :P

ChemicalBuster2 votes

What if like the first 10 minutes the turrets do less damage and then after a that they get buffed damage and slight true damage?

SpecterVonBaren2 votes

No, I think they need mechanics to punish the mobility creep we've been receiving over the years. The issue isn't turrets not doing damage it's that there's so many champs that don't give a shit about turret even if they're squishy as hell.

I say they should have something like "Every 3 shots, the turret fires a special shot that grounds its target for 1 second." Or something like that, they need some kind of ability to scare the hyper mobile champs in the game. You might say this doesn't help with tanks just taking shot upon shot but that should be the high moment for tanks in the late game since carries melt them by that point.

Bouncemaster Zac2 votes

They don't need to ramp faster as they're doing max damage starting from the 2nd shot (hell you could honestly say that it's simply the first shot is a freebie), they need to ramp higher. They do "100%" on shot 1, and "120%" from shot 2 onwards. They should at least reach the point of doubling.

kagepaladin1 votes

i'd rather their damage stay the same but have them attack at lot faster.

IGotScuttleCrabs1 votes

I want them to have the Twisted Treeline turrets. The Nexus turret has a 2.5 attack speed.

F8 full1 votes

I have to agree there. I had a 5 V 5 blind bot match......Alistar bot chased me through the jungle and took 3 turret shots at the start of game and had no problem walking away alive. At the very beginning of game no bot should be this strong, non of the summoners are, unless they piled most of their build onto hp's

Beacon Academy1 votes

Kinda wish turrets had two types of attacks...

A normal blast for minions/pets

And an damage aura (Like Sunfire) with increasing range over period of aggression time just for Champions >_>

Fuck them four man tower dives

TwitchInMyPants1 votes

[{quoted}](name=Beacon Academy,realm=NA,application-id=3ErqAdtq,discussion-id=PsXm7fRh,comment-id=0015,timestamp=2017-05-13T22:15:05.185+0000)

Kinda wish turrets had two types of attacks...

A normal blast for minions/pets

And an damage aura (Like Sunfire) with increasing range over period of aggression time just for Champions >_>

Fuck them four man tower dives

It might work with the normal blasts still firing, but otherwise that'd be nerf given the lack of range. People already hate sunfire over losing 100 range, AoE dmg instead of burst from tower will make beefy high armor tanks more confident especially with the range drop. Still if its a little thing that's simultaneous with towershots it'd deter aggression over 4s given the carry will take some too in botlane dives.

Beacon Academy1 votes

Ah. I wasn't saying it should have the same range as sunfire cape lol...

Meant same tower range but expands over aggression time in cases were you're a melee trying to last hit under tower, but the ranged enemy laner keeps harassing you whenever you step forward.

Great Ozymandius1 votes

Just give them a lot of flat armor pen. Now squishies get anhilated and tanks can still be used to turret dive. Mid-late game turret dives where tanks take the aggro is totally fine. What is not is when squishy champs can shrug off turret damage.

Vallalan1 votes

no what they need instead is to deal % max health damage similar to bork and Ohmwrecker can then be changed to a turret diving item that reduces damage to tanks to live status. that way if tanks dont build it they cant dive for as long but with it they can do what tehy do today because they invested in it. an then you hit two birds with one stone. ohmwrecker then isn't useless.

JusticePauldrons2 votes

How the hell is %max damage something you build against? The whole reason to have tanks is to mitigate damage. The best solution is clearly to have them ramp up HARDER in order to prevent extended tower dives. If you get ganked, and they instant kill you it would have happened regardless of the tower, however if you outplay your opponents and force them to take shots they SHOULD get punished for it much harder

Vallalan1 votes

you don't build against it. thats my point. it makes turrets a threat to tanks at all phases of the game unless they specifically itemize to turret dive.

Yordle Xayah1 votes

Did anyone see Huni just dive/kill full HP MMD Nautilus at MSI?

Choi Young Jun1 votes

You forgot how they should increase dmg as you level up, cuz gotta love those dive at levl 15+

Critmaster Garen1 votes

honestly, the damage shouldnt ramp up in the first place. they should deal full damage from the first shot.

this bullshit just rewards hypermobile champions who have an incredibly easy time to juggle turet aggro and only take one or two shots on their dives.

Ozag the Mighty1 votes

Turrets should just do 800 true damage per shot. Will make the snowballers think twice thinking they can just live under your turret.

Normal damage to minions, and normal damage to players. But as soon as you damage a champ under their tower you start taking actual turret damage. Not mosquito bites.

ManiacalCoyote1 votes

Turrets should just do 800 pure damage per shot

FTFY (Pure damage will kill an ulting Tryndamere)

Owntrolf1 votes

Why cant turrets just bypass shields

dogownerjr1 votes

Would be interesting if all of the turrets on Summoner's Rift were the same as the nexus turret on Twisted Treeline. That would definitely increase game time though.

An Enemy Sutando1 votes

Idea: Every 3rd Turret shot does % max health damage, scaling as the game goes on.

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