Make turrets do HP% true damage

Keyless·11/22/2018, 3:44:45 AM·22 votes·5,688 views

Personally, one of the most irritating things in League of Legends is the idea that a 4man dive under tower has a low risk high reward factor to it. If you get a super tank like zac, the midlaner, and then dive the botlane. The botlane is forced to just give up the tower and retreat while possibly losing multiple waves of cs. This makes it feel that turrets have extremely little impact in the game and are not really that safe to be around. Now, I also believe in the flip coin side of things. Turret dives should also be possible, because it adds another element of strategy and can be fun in general. The main problem with turret diving atm is that it really is a low risk high reward type of thing. However, if you change the turret to do a constant 13% true max hp damage, this helps retain the carry champions to dive while also making it so tanks can still be punished by turret dives.

27 Comments

ModWulf Helhammer11/22/2018, 5:22:17 AM8 votes

And then that completely defeats the point of tanking towers and turret diving.

If you get 4 man dived, you are going to die, bar some kind of Fenix level play where you completely turn it around on them. With that many people, yeah the risk is low. The offset is that they've dedicated basically their entire team onto one area of the map. Take advantage of that by punishing them somewhere else. They 4 man'd bot lane? Well that just gives you a free push onto their mid and top, your jungler free reign into their top side jungle, and you get security around the Baron/Herald pit.

It's a team game. Coordinate as a team (and no, you don't need voice coms to do that. Pinging to attack an enemy turret works perfectly fine)

JackMcSnipeyz11/22/2018, 9:49:20 AM4 votes

If 4 people are tower diving you and taking your turret, you have 3 other team mates who can force objectives.

Turrets sucks now, but making then un tankable will swing the balance in the other direction.

If 4 people commit to tower diving you, you SHOULD respect the threat and move back.

Beerstein11/22/2018, 5:28:15 AM3 votes

True damage I'm okay with, %HP is dumb.

xDogMeatx12/4/2018, 3:34:12 PM2 votes

true % dmg plus flat ad damage add in some magic damage all at the same time and we got a deal. https://i.kym-cdn.com/entries/icons/original/000/012/468/shakeee.jpg

Jackom111/22/2018, 1:00:40 PM2 votes

Tanks should still have the option of taking a couple turret shots during a tower dive. True damage makes sense, even HP% up to a point. Like have it's first few attacks deal flat true damage (like 3 or 4), then switch to HP% true damage. That way, there is still sense to a tank being the of the team to dive, but he won't be able to tank everything like now.

Bârd11/23/2018, 8:41:35 AM2 votes

...this will have the opposite effect you want it to.

Sure, tanks will end up dying faster to towers.

The flipside is that now, the enemy ADC can tank tower as long as a tank can.

With the 13% you mention, Vayne would be able to tank 7 tower shots before having to deaggro.

CandiceuL11/22/2018, 5:12:17 AM2 votes

Yes and make that ramp up so even a tank should fear staying under too long.

Vlada Cut11/23/2018, 9:39:58 AM1 votes

Would make their damage output useless early gamr during the laning phase. Even shittier output vs Adcs and otzer squishy alike.

Eleshakai11/22/2018, 10:17:56 PM1 votes

I dunno, I feel like the towers should be more threatening to tanks, but not such that they hurt everyone the same. Tanks SHOULD Be more durable to tanks.

I do like the thought of making turrets do say 100 physical damage first hit, then 125 physical damage 25 true damage, then 150 physical 50 true, etc.

Iota Theta11/23/2018, 2:44:19 PM1 votes

All this would do is allow any champ to tank a turret for as long as a tank. What’s the issue with a tank being able to actually tank one of the few things in the game that will lock onto them? A tank being able to soak those shots is a big part of being a tank. An assassin or ADC should not be able to do that in similar fashion to a tank. In fact, it makes diving safer with less tanky champs since they won’t be getting chunked as quickly by the tower.

Aside from that, as others have said, there are already answers to a four man dive. Either get your team to pressure elsewhere with the advantage they now have as you fall back, especially since if the four focus the turret before plating falls, they’ll have a tougher time with the bulwark shield, or if your team rotated down as well, counter engage. Unless insanely fed, 2v4 should be a struggle for the two and force them to back off.

DNFVixen11/22/2018, 7:49:17 AM1 votes

{quoted}

Personally, one of the most irritating things in League of Legends is the idea that a 4man dive under tower has a low risk high reward factor to it. If you get a super tank like zac, the midlaner, and then dive the botlane. The botlane is forced to just give up the tower and retreat while possibly losing multiple waves of cs. This makes it feel that turrets have extremely little impact in the game and are not really that safe to be around. Now, I also believe in the flip coin side of things. Turret dives should also be possible, because it adds another element of strategy and can be fun in general. The main problem with turret diving atm is that it really is a low risk high reward type of thing. However, if you change the turret to do a constant 13% true max hp damage, this helps retain the carry champions to dive while also making it so tanks can still be punished by turret dives.

I agree with this 100%

Warlord Rhinark11/22/2018, 9:07:10 AM1 votes

13% is a bit too much, especially if it keeps the damage ramping up.

Perhaps reduce it to 10%?

Escheton11/22/2018, 5:38:17 AM1 votes

This just punishes tanks for not building full damage to kill you under tower faster and will make assassin dives insanely effective. As 13% max health isn't bad when you have escapes in your kit and can easily read the cost and risk like that