How will preseason turret changes effect the game?

NY64··1 votes·1,203 views

I have some questions on how the preseason turrets will effect the game.

Will this encourage junglers to gank more or less?

Does this make early game more important or less important?

If the enemy takes out 1-5 plates on your turret, does this give them a huge gold advantage?

Does this make late game more important or less important?

Will this encourage roaming more or less?

Will this encourage junglers to gank super early (when everyone is still around level 1-3) even more or will this decrease that?

Do you think losing a teamfight in the mid game guarantees a loss since turrets can be taken down quicker since they lose their resistances?

Does this encourage players to use champions that can push waves easily more often?

What kind of champions will benefit from these changes?

Will this increase or decrease the chances of having to deal with 4-5 bot?

For those who are willing to answer all those questions, thank you.

5 Comments

Zone of Endless1 votes

Did they already they decided what to do with turrets next preseason?

NY641 votes
iiGazeii1 votes
  1. It won't really encourage junglers to gank more, since their rewards for doing so are basically the same, but it prevents junglers from camping a lane and letting that lane shove down those outer turrets super-early.

  2. Tough to say about the importance of the early game. It will definitely be longer due to the extreme tankiness of the outer turrets. I think there will be a bigger focus on playing the early game well. The better you play and the more you force your opponent to back, the more of a chance you have at a gold lead. 160 gold is pretty substantial.

  3. If the enemy takes out 1 plate, it's not a huge deal, especially if you also take out a plate or two. However, if you let them get all five plates to your none, you will be at a severe gold disadvantage compared to them. 800 gold is a substantial amount. Even though your outer turret is a lot harder to kill, you definitely want to defend it.

  4. Late game will be quicker. People will come out of laning phase with more gold than before, and the new minion changes make it easier to use that lead to grind out a victory without necessarily taking Baron.

  5. These changes discourage roaming. Before, the enemy would need to deal ~4000 damage to get any real value from shoving down a tower, which gave you more than enough time to roam to a different lane, help out, and roam back, only missing a bit of CS. With these changes, your lane opponent only needs to deal 1000 damage to get a gold reward, meaning your roam bot may give your enemy a free 160 gold. That said, sometimes a roam is worth 160 gold.

  6. These changes will discourage early ganks. Towers deal more damage, making diving more difficult, and even though you don't need a lot of progress to get a gold reward, that reward gets split with the jungler and increases the tower's resistances until they leave. 160 gold is a fair amount to one person, but 80 gold to two people is like one minion wave or camp. The jungler would get more gold from finishing their clear than trying to gank.

  7. After 14 minutes, the outer towers lose all resistances. The inner turrets will still have them. If you get wiped in the mid game, you will probably lose all of your outer turrets, but that's not necessarily a loss. Comeback mechanics are a lot stronger and easy to use, and the enemy's outer turrets will be weak as well. You'd just need one good pick and a push to swing things back to even.

  8. Pushing champions will probably be stronger, yes. This will overall be a buff for mages and a nerf to assassins in the midlane, since the mage's ability to control the wave can net them a lot of gold to scale into the mid-to-late game. However, since roaming is less rewarding, pushing champs can't really shove and roam like they used to. Champions with abysmal waveclear might need a balance pass on their base stats.

  9. As above, mages will benefit from these changes, but also any champion that is able to deal heavy tower damage. Jinx, Ezreal, Zoe, and Ziggs come to mind. The threat of their early pushes netting them extra gold super-fast will make losing an early trade to them especially punishing.

  10. I think team ganks will be less common early on. Like I said, leaving your lane in the early game lets your opponent shove and potentially get a lot of value in a short time. If the jungler comes bot and the top lane TPs in for the fight, the enemy top laner can probably get a plate or two before their opponent can walk all the way back. That's free boots, almost an extra Longsword, while the four down bot have to split gold and XP. That can be devastating. However, once the early game is over, a team has the power to take towers if they just group up and push. Once those plates lift, it should be a signal to group up and start taking towers and objectives.

Stacona1 votes

affect*

Also, way too early to know the impact of changes before it gets in the hands of the player base to actually play with and experiment on. The goal Riot is trying to do is remove both fast pushing and turtling at the same time and try to have games end between 25 to 40 minutes to have more consistent games, mainly for competitive play, eventually they can plan ads/commercials around a consistent end time per game and create a schedule where it is consistent to when a game begins and the next game will also begin on time.

Fast pushing and turtling are also lame to play in and to watch, so another reason to remove it from the game.


This is not what you wanted to hear, but what you want to hear has no possible way to have any kind of answer for until it hits live and things can be tested out by multi millions of games and players.

ZT Xperimentor1 votes

Perhaps it'll lengthen the game and reintroduce some strategy, but given that they're only altering the outer turrets, I doubt it'll have much impact. They're finally removing the minion snowballing, but hardly adjusting their effectiveness otherwise. And the epic monsters respawn faster . . .

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