Turret Are So Weak I Can't Kill Myself With Them

63536895_DEL··26 votes·1,898 views

So the Draft Pick queue's went down a few days ago, and I decided to play some ARAM which I hadn't done in a while. I got Nami and I had ROA for an item, and I had a fuckton of gold and needed to buy, so I decided to try and sneak past the enemies using the bushes and try and execute myself which is pretty funny to do in ARAM. I succeed in sneaking past the enemy team and go into the turret, and about 7 turret shots later I'm still alive, and of course the enemy team noticed me by then so their Brand shows up and kills me.

You know what, fuck it that assassins and squishies can turret dive and survive easlily, but at least make them strong enough to where a Nami with only a half stacked ROA can kill herself with them in a timely manner.

Turret damage is pathetic right now, Riot if you don't want turret to be a threat then just remove them already. Players who have played league for a while or even just a year know that turrets used to do damage so now that they barely do damage they're giving a lot of player including myself a false sense of security by just being there. Just replace them with inhibitors that don't summon super minions, just make it an objective you have to take to get to next one, because these weak turrets we have right now are a joke. Not really please don't do this QQ please make turrets stronger.

I went into a custom game to see how many shots a Nami with a 5 stacks ROA can take on SR, she can take 7 with the 8th shot killing her, and it was doing this that I noticed a huge problem with the turrets. Their damage increases with each consecutive attack, this is well known, but I noticed the first 3 turret shots did almost no damage and the 4-7 turret shots did reasonable to insane damage.

I have an idea that will make turrets strong without actually buffing them. Have turrets to the same damage with every shot instead of getting stronger with each shot, because as I said before the first 3 shots did NOTHING, but after the 3rd they did really high damage, I think turrets should do the same damage with every attack, this would increase the turrets initial damage and decrease their later damage. Most assassins can get in and kill you before the turrets have time to ramp up damage, but if turrets don't need to ramp up their damage then this won't be a problem. I don't know if this is a good idea or not, but it seems reasonable to me.

FUN FACT: A Nami with only a half stacked ROA and both red/blue buff and smite can barely solo dragon.

17 Comments

Llanite6 votes

If the dmg is too high, people will not bother taking the risk of diving. And since you won't be able to kill them the under turret anyway, what's the point of poking? Might as well save the mana for cs. Games will end up with stall combo and last 50+ mins.

Late game/ long-ranged champs would prefer strong turret, and early/Mid/medium-ranged champs prefer weak turrets. The point is to strike a reasonable balance and ramp-up turret is the perfect solution.

Supreme Senpai691 votes

I just want a turret shot to be able to kill someone with 5% HP remaining. That way, if they tower dive me when I have low HP and they have low HP, a well-placed stun can turn the tides or at least we'll both die or something.

Llanite1 votes

The turret has 150 AD whilst a champion runs around 600 + 70*lvl health. Post-mitigation, the outer turret does 120ish point of dmg first hit, which is around 12% at lvl 6, 17% second shot and 21% third shot. So they lose ~50% HP in 3 tower shots which is pretty reasonable if you ask me.

Tanks are special case, cuz they are, you know, tanks.

Supreme Senpai691 votes

I haven't seen anyone lose 50% HP after 3 shots. Is that taking into account armor?

Llanite1 votes

It's not difficult to test. Make a bot game, get lvl 6 then just run to turret and let it hit you.

Supreme Senpai691 votes

I actually just had a game where the enemy Tahm Kench took 11 turret shots (I counted) and he was half HP afterwards. In the way of items at the time, he had a Deadman's and a cloth armor.

Llanite1 votes

As I said, excluding tanks whose builds are supposed to make them durable.

Supreme Senpai691 votes

One tank item doesn't make you a tank :P

I mean, everybody has some armor. I think most champions start at around 22% damage reduction from armor. That's why I was asking if that included armor

The Yetii Rider3 votes

You can't just make turrets deal the same damage with every shot. If you do, champions that can pull you under tower (Alistar, Lee Sin, Blitzcrank, Thresh, Tahm Kench) gain an insane amount of damage. The supports get this insane damage in lane, and all of their win rates will spike dramatically.

63536895_DEL7 votes

If an Alistar was good enough to get you under turret you deserve to be there. You would have to be decently close to an enemy tower for a Lee Sin or Tahm to get you under a tower, and if a Blitz or Thresh got you unde ra tower then you were going to die anyway even if tower don't get buffed. Thresh is one of the few champions capable of keeping someone under a tower long enough for its damage to ramp up and Blitz, well with Blitz you pretty much die as soon as his grab makes contact with you. I don't think anyone at all is worried about supports becoming overpowered XD

The Yetii Rider3 votes

[{quoted}](name=Red Death LoL,realm=NA,application-id=3ErqAdtq,discussion-id=QJjilqNH,comment-id=00000000,timestamp=2016-02-26T18:51:16.428+0000)

If an Alistar was good enough to get you under turret you deserve to be there. You would have to be decently close to an enemy tower for a Lee Sin or Tahm to get you under a tower, and if a Blitz or Thresh got you unde ra tower then you were going to die anyway even if tower don't get buffed. Thresh is one of the few champions capable of keeping someone under a tower long enough for its damage to ramp up and Blitz, well with Blitz you pretty much die as soon as his grab makes contact with you. I don't think anyone at all is worried about supports becoming overpowered XD

Blitzcrank and Thresh are part of the reason tower damage was lowered and started to ramp up in the first place.

You do NOT just die instantly if you get pulled under tower, Flash and Heal both exist, as well as support self-shielding if you time it well in the moment between cc chaining.

If the tower starts dealing 150 damage per hit every hit instead of starting at 100 and ramping up, that will be a big difference in laning phase. You can't just say "Hey, let's add 50 damage to this champion's ability at rank 1", even if a champion is underpowered that amount of damage is just insane to add to an existing kit.

Baron of Bread1 votes

It would at lest be nice if they ramped up one shot faster so you are protected from extended dives more.

TacoTheKitten2 votes

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Cavemantero1 votes

I think a turret should kill any champ with the 4th shot barring any shields, heals, etc. That would be a % damage formula..say...15%, 20%, 35%, 45%. This at least gives a defender the chance to snuff out the diver. The diving in LCS right now is so ridiculous and the tower shot isn't respected at all. There's absolutely no advantage to guarding the outer turrets now if you're going to die anyways and it, and you, will go down really fast with the ridiculous damage going on.

Sahn Uzal1 votes

I was playing toplane Sion VS Yauso. I chain CC'd him under my tower, making him tank 3 extra shots.

He killed me and had 75% health left. He just didn't take damage from the tower :[ summoner 31

Vistha Kai1 votes

I had level 3 Poppy tower dive me at full HP.

Not only she killed me, but had 50% health left.

Sintama1 votes

When I jungle on my lovely Volibear, after Cinderhulk and usually an armor item, I can take upwards 15 Turret shots (I've counted). Turrets are useless. I turret dive at level 2 to get first blood almost every game. You can have 1,000 health, and a turret takes 4-5 shots to kill you, which is more than enough time to get a kill and get out.

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