Things that made turrets/towers suck
I just highlighted points in the patches that are negatives. Here is a summary. Summary/tl;dr:
- Fortification nerfed to 5 minutes from 8 minutes, gave 50% damage reduction
- Lost tower abilities Vanguard and Lightning Rod
- Lost health regeneration 15 -> 5 on Inhibitor and Nexus turrets *** Lost 100 base armor for scaling armor, starting at 40, gaining 2 per minute, up to a total of 70 armor. Outer turrets scale at 0 minutes, inner turrets scale at 15 minutes, Inhibitor and Nexus turrets at 30 minutes. Major point.**
- Reinforced armor nerfed from 75% armor and magic resist reduction to 67%.
- Magic damage applies to towers
- Towers now are effected by armor and magic penetration
- Gives first blood gold
V7.4: **LOCAL BONUS 275 gold ⇒ 300 gold ** REMOVED GLOBAL BONUS No longer grants 25 gold to all teammates TOTAL BONUS 400 gold ⇒ 300 gold
V6.15: Outer turrets SHARED LOCAL GOLD 300 gold ⇒ 250 gold HEALTH 3300 ⇒ 3500 FORTIFICATION DURATION 7 minutes ⇒ 5 minutes FORTIFICATION DAMAGE REDUCTION 35% ⇒ 50% REMOVED MORTIFIED Fortification’s damage reduction no longer applies to bottom lane turrets Turret First Blood BLOOD FROM A STONE: The first turret killed yields 400 total bonus gold to its killer's team SHARED LOCAL GOLD 275 gold split between nearby champions GLOBAL GOLD 25 gold per champion
V6.9: Outer turret & Inner turret damage:
Turret damage increases by 37.5% for the second and third shots against champions, then 25% for the following two against a single champion (resets on target change) ⇒ 40% for the first three shots “Heating up” damage no longer partially resets when turrets switch targets **MAX DAMAGE 225% over four shots ⇒ 220% over three shots ** Defensive stats
BASE HEALTH 4000 ⇒ 3300 BASE ARMOR 0 ⇒ 40 BASE MAGIC RESISTANCE 0 ⇒ 40 NEWTURRET PENETRATION Turrets are now subject to armor and magic penetration effects Fortification Blocks 30 damage from champion basic attacks ⇒ 35% damage reduction from all sources Reinforced armor: No longer grants 200 armor and magic resistance Physical and magic damage is now reduced by 66.66% Ability power damage vs. turrets When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage Basic attack scaling off of ability power now deals magic damage to turrets (base damage still physical)
V5.22: Inner turrets no longer shield nearby players from damage Basic attacks against turrets deal damage equal to base attack damage + either 1.0 bonus attack damage or 0.4 ability power ⇒ 0.5 ability power, whichever is higher Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer turrets begin scaling at game-start, Inner turrets at 15 minutes, Inhibitor & Nexus turrets at 30 minutes. Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby OUTER TOWER HEALTH 2000 ⇒ 3500 INNER TOWER HEALTH 2500 ⇒ 3500 INHIBITOR TOWER HEALTH 2800 ⇒ 4000 NEXUS TOWER HEALTH 3000 ⇒ 4000 OUTER TOWER LOCAL GOLD 150 gold ⇒ 220 gold INNER TOWER LOCAL GOLD 100 gold ⇒ 250 gold
V5.12: Lightning Rod no longer slows (previously 10%). Lightning Rod no longer reduces the target's damage (previously 15%)
V5.5: Summoner's Rift Inner Turrets Middle lane inner turrets no longer shield nearby champions. Middle lane inner turrets no longer has shield. Top and Bottom inner turrets shield health reduced to 30 from 200. Inner turret health increased to 1300 from 1000. Inhibitor Turrets Global team gold when destroyed reduced to 50 from 175. Global team experience on inhibitor turrets reduced to 0 from 100. Nexus Turrets Global team gold when destroyed reduced to 50 from 150. Global team experience on inhibitor turrets reduced to 0 from 100.
V4.20:
Summoner's Rift
Turrets no longer gain armor or magic resistance over time.
Turret armor / magic resistance has been standardized to +100 armor / magic resistance.
Turret Reinforced Armor bonuses have been increased to +200 armor / magic resistance.
Outer Turrets: 10002000 health.
Inner Turrets: 10002000 health.
Inhibitor Turrets: 15002500 health.
Nexus Turrets: 15002500 health.
Inhibitor and Nexus Turrets
Health regeneration decreased to 5 from 15.
New item Lighting Rod
Ignores 82.5% of the target's armor.
Unique Passive - Lightning Rod: Deals damage in a continuous beam and cannot be dodged. Deals up to 125% additional damage the longer it targets the same target.
With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
Gains +1.05% damage per point of heat, up to a maximum of +125% extra damage.
Inner Turrets
New item Vanguard Vanguard
Unique Passive - Turret Vanguard: Has a 30 health champion damage shield. This shield regenerates to full 30 seconds after not taking damage.
Unique Passive - Champion Vanguard: While this turret has the Turret Vanguard shield, grants nearby champions a 30 health per second regeneration shield (Max 300 health). This shield decays while away from a shielded turret. The shield does not regenerate on champions actively taking damage.