Changing how turret damage work

CoolKnightST··1 votes·711 views

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.

3 Comments

Torgal1 votes

Why not add a slow on turrets attacks ?

CoolKnightST1 votes

That one is pretty easy to explane:

  • They did it before with inhib turrets, it disabled splitpush tanks from the game.
  • It will not prevent mobile champions from diving. It will mostly hurt the immobile champions what is already a hugh weakness on it's own.
Critmaster Garen1 votes

tanks and bruisers being able to tank turrets after certain amount of items isnt the problem.

the real problems is that turrets are designed in a way, that damage ramps up per shot. meaning hypermobile assassins who usually take less turret shots than a bruiser or tank in the first place take even less damage, since those 2 shots they take dont deal the full amount of damage to them.

this leads to a lot of mobile junglers like lee sin being able to already dive at lvl 2 and lvl 3 and get out alive.

slower bruisers and tanks can only dive safely after they got a couple of items, starting around lvl 5 and lvl 6.

the way turret damage ramps up also makes it too easy for ranged champs to poke at their opponents under a turret. if they take an occational turret shot, they arent punished enough.

however, there is a reason why i think turrets should deal mixed damage instead of physical damage. because it causes a situation in ad vs. ap matchups, where the ap champ whos buying armor items can dive more safely than the ad champ who stacks mr.

meaning in a matchup rumble, vlad, swain, lyssandra, ryze vs. an ad bruiser on top lane, the ap champs can dive more safely than the ad champ who has to buy mr items in this matchup.

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