Changing how turret damage work
It's been a fell seasons now that turrets are in a bad spot. Armorless health stacking tanks can take a thea party under enemy turrets in best case scenario. I honnestly have no problem with tanks tanking turrets. But when they do this without buying an single defensive item sometimes their is something wrong. While shields often hit through an champion other can just tank turret all day. I have some ideas that might make it easyer to ballance turret arround champions:
#Outer Turrets
- Now deal 25% of target's base health as physicial damage.
- Example Braum will take 144 - 513 physical damage from a turret
- Example Vayne will take 124 - 477 physical damage from a turret
The current base physical damage from an outer turret is 152 - 180.
#Inner Turrets
- Now deal 30% of target's base health as physicial damage.
- Example Braum will take 172 - 615 physical damage from a turret
- Example Vayne will take 149 - 572 physical damage from a turret
The current base physical damage from an inner turret is 170 - 250.
#PENETRATING BULLETS
- +20 flat armor penetration
- +10% armor penetration (when fully heated)
- Unique Passive - Dodge Piercing: Turret attacks can not be dodged, except by spells where a champion becomes untargetable (ex: Zhonya's Hourglass, Fizz's Playful Trickster)
- Unique Passive - Warming Up: Turrets deal an additional 100 physical damage each time they strike a champion (Max 300 physical damage).
- Unique Passive - Heated Up: After the turret is fully heated, consecutive attacks against the same champion deal 3% of their maximum health as physical damage (max 9%).
#What changed
- Armor will be the most suitable stat in order to tank turret on the longer run.
- Bonus health will be the most suitable stat in order to tank one single turret shot.
- Shields will be most suitable to prevent turret damage when a turret is already fully heated.