Tower HP & Armor

Jrud·11/14/2015, 11:18:37 AM·4 votes·1,149 views

I am having a difficult time understanding why Riot lowered tower armor in early game. I think having squishy towers has a negative impact on the game, and I don't get why Riot nerfs their staying power.

I have three problems with squishy towers:

  1. Having squishy towers does not reward consistent good play in a lane. It promotes a 1-mistake-and-you're-done philosophy. You can be winning lane hard, get ganked once by the enemy jungler, and then lose your team's tower easily. This is especially true in bottom lane where there are potentially 3 champions.

  2. "The Rift is Darker" It's easier to be ganked now with the removal of stealth wards; and if you die, and the jungler + your opponent are decent HP still, you can bet for sure that your tower is now gone.

  3. Isn't killing your opponent and getting the kill gold from his death enough reward in itself? Do you really need to add more funds to his bankroll, and more advantage to his lane just because he potentially got a lucky kill?

I would much rather see a system where outer turrets, for the first 15-20 minutes, could only lose 1/3 of their HP every 120 seconds max so your opponent would have to get to your tower at least 3 times in order to destroy it.

4 Comments

HolowHall of Hal11/14/2015, 11:35:23 AM1 votes

I guess it's one of the ways to get the game rolling faster, although it ends up being snowbally as heck

Melledoneus11/14/2015, 6:30:24 PM1 votes

I've seen a Tristana with nothing but a item 3031 take out a turret with her E and three autos.

The turret was 3/4 HP.

God of Anime11/14/2015, 6:41:56 PM1 votes

it gives fast games, and punishes mistakes hard. If you want to have multiple chances of coming back in lane better play smart

Jrud11/23/2015, 7:02:05 AM1 votes

Bump :(