Buff inner and inhib turrets.

magic pole··47 votes·1,835 views

I know this has been asked before, but I think it might be time.

I feel like every other game, there are 3 super tanks come mid game that can recklessly dive and team fight under turrets without even a glance at the turret.

Not sure how to solve this...some fancy formula i guess. I was gonna say make laser turrets do % max hp, but then squishes might be diving more in 1v1 scenarios. IDK.

But do you agree? any thoughts of your own?

28 Comments

avilus10 votes

The tank meta, my friends.

We will remember these days.

The holocaust is coming.

T RexHasTinyArms7 votes

Didn't they make inner and inhib turrets way stronger this season? I may be making that up, or it may just be inhibs, but I feel like this already happened.

Maybe it's just me, but the games I play inhibs generally make a fight easy to win until at least 35+ minutes unless the enemy team is stupid fed when they dive you, in which case the towers should be tankable. If a team is hyper fed the game should still be something that can be finished fast. If it is made so you can turtle even against really fed enemies, then early game champs get removed from viability bc the enemy can just come back eventually and turtle till 40 min. (Of course the issue may also be that I play counter engage champs, so I don't generally rely on my team to screw over a comp that is diving, but can do it myself)

Remlap12233 votes

That's because the boards don't understand what changes they made to the turrets and instead circlejerk and work themselves into a lather of soapy spooge and whine that Riot "ruined teh turrents" or "r copyuing dota". The reality of the matter is that the chunking damage is replaced with a movement and attack speed slow so that Jax and Nasus can't just run up to the turrets and dunk them solo without any drawback (that happened a lot, especially when Jax was strong in season 4).

Shadow Gilgamesh4 votes

I'd rather have squishies risking 1v1 diving than tanks forcing teamfights with little to no risk, especially on the inhibs

DJ Di04 votes

I really dislike how even a lot of champions can ignore the turret while diving, especially tanks. I wouldn't mind if it was just tier 1 and 2 turrets that were weak.

Just last night I was 24/4 as Ahri; we had gotten Baron, killed their bottom inhib, but unfortunately someone got caught, ensuing a fight we lost. Their shaco and a Garen just waltz into our base without minions, kill Mid turret and inhib, and our Nexus turrets before we revive.

lojician2 votes

Yeah it really sucks how tanks are necessary for a balanced teamcomp instead of having double ap/adc and a lee sin in the jungle.

Vistha Kai2 votes

Simple, slightly lower AD and give physical % max damage. Plus mandatory cap on minions or % passive not even working on non-champions.

Remlap12231 votes

Sh. You hear that? That's the sound of every single tank crying in a corner because they can't backdoor the inhibitor turret with their carry anymore. But I guess everyone really missed Lee Sin and Rek'Sai.

Vistha Kai1 votes

Good. I'm tired of this crap that a squishy needs whole minion wave to even pass a tower and tank can fucking waltz into a base passing by all other towers and then proceed to tank both Nexus towers for a full minute.

Remlap12231 votes

Exaggeration isn't helping your argument. Tanks can't just waltz in and soak up damage, unless they have a dash. Even then, the DPS would make you quickly reconsider doing that, because like with ignite, you don't know if you're going to escape with a sliver of health, or are going to be executed by it.

Back in season 4, I could backdoor towers as Jax or Nasus without a second thought. Now unless there's a creep wave there, that's a horrible idea.

Vistha Kai1 votes

Where did I say "a tank will tank all your towers while taking them down alone"? 'Cuz I'm sure I didn't.

Remlap12231 votes

Where did I say that you said that? Cuz I'm sure that I didn't.

I know you said:

I'm tired of this crap that a squishy needs whole minion wave to even pass a tower and tank can fucking waltz into a base passing by all other towers and then proceed to tank both Nexus towers for a full minute.

Which is textbook definition hyperbole.

Vistha Kai1 votes

The only part that's a hyperbole is "for a full minute" and even that isn't far away from truth.

CoolKnightST2 votes

It's actualy pretty easy to fix: Laser turrets shouldn't have a damage windup. If you agro them it's expected you are going to tank them.

Gigablitz2 votes

I agree on buffing turrets. Even in the assassin meta, they'd take 1 (max 2) turret shots and you'd be dead.

diamondlight1 votes

I agree, I've thought those turrets have been rather weak for a long time, of course, that will also extend the game, and force early/mid spiking champs out of the meta completely since they won't be able to siege late game... not sure. It's complicated.

Azushiro 1 votes

What if they had the "choice" to deal damage like warwick's Q ?

The tower gets to deal either a fixed amount ( would prevent squishies from recklessly diving 1v2 or whatnot ) or if the former isn't strong enough ( this one's meant for the meatshields :D ) it'd deal max% HP ? I don't know the values they could apply to be fair to everyone but it's just a thought. Maybe even increase the numbers like they do already for both iterations of damage ( 10% then 12,5 then 15% etc... ) ?

Rootworth1 votes

Or fix the tank meta issues.

The Ellimiist1 votes

There fine, if you can't 5v5 with the turret removing a person due to it's massive slow then you should lose...

Remlap12231 votes

If anything, buff the damage to the minions, but keep the champions out of it. The debuffs to movement and attack speed and the increase in DPS are more than enough to justify the lack of raw damage. Anyone who says that the old turrets are better don't remember how Jax, Nasus, and even Tristana would just solo the turrets and just leap or run away. Now that they're getting fried by god lasers, it's an extremely poor idea for them to do that, because their DPS is significantly lowered, and they can't just hop away due to the huge DPS that the turrets give. Don't believe me? Go into a custom game, get to level 18 as Jax or Nasus, and try to sit under the tower and solo it at full health. Protip, you can't unless you're willing to die once or twice.

Transgressor1 votes

No. No more turret buffs of any sort. It's just how things are: tanks are stronk. They already buffed turrets because the new healthbars they used when they updated SR were so responsive that made people feel they were taking more damage than intented. Not to mention the buffs they gave them in general. They should instead bugfix them as a whole. Having fixed objectives out of player control that are so unreliable is preposterous. There is a really big amount of inconsistency when it comes to turrets since forever, even despite the fact that things improved with the SR update.

Drukyul1 votes

I was gonna say make laser turrets do % max hp

A little %hp damage couldn't hurt. It doesn't have to be all one or the other.

Aria Valkyrie1 votes

I saw one thread a while ago that i regret not being able to find now. Someone had proposed that the turret could do three sources of damage. One in physical, one magic, and one true damage source. This could be good to get a bit of damage to scare people into debating the risk of diving. They had proposed some % of health for each source (i wanna say 2.5% of health for the regular, and 2% for true, but i forgot) to replace the existing dps. I don't know how the damage would be balanced out to be better, but i feel like that would make the turrets better at taking people down. could even keep the warm-up thing to blast the tanks that are under for too long. but something needs to be done when you can literally just sit there and take damage like your in some high-tech lazer shower rather than a massive defense turret while you're diving for adc's.

Mandaari1 votes

Turrets in general need to not just do physical damage. They should get 30% MPen in addition to the armor pen, then deal whichever type of damage would deal more. They should also just straight up do more damage before warming up.

Brutal Teddy1 votes

I did a post about this before :v i suggest that turrets do % health damage that scales with time ? like the longer the game goes the stronger the turret shot gets, and it does... lets say 5/7/10% damage at 10/20/30 minutes. you can change the numbers as you like, but you get my point. that was we stop the 6 stacks cho gath from diving the turret

omnicron0071 votes

This will make games last much longer than they already do. Do you want hour + games as the norm?

Dunkrius2g1 votes

Make it shred armor by 20% AoE. Meaning that once he has 100 armor and he gets shredded by 20% he will have 80 armor for the whole enemy like BC but % is smaller. Bam

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