[Poll] Do you think towers do too little damage?

Aír··71 votes·4,339 views

In my opinion, I believe that turrets do way too little damage. It is so easy to do a lvl 3 or even a lvl 2 dive with 3 people and get at least one kill that it is as if turrets are not even there. I just think they aught to do a bit more damage at least early so that people cannot chase the enemies to the inhib turrets, get the kill, and walk away with 90% health.

112 Comments

Slamurai Jack26 votes

No. If you're getting tower dived 1v3, it's your rotations that need work, not towers that need buffed. And if you're dying 1v1 under your tower, you already fucked up somewhere. If you're getting 100-0 tower dove in a 1v1, you've already been feeding and now you're gonna feed more. If you're getting tower dove at lvl 2 or lvl 3, you need to learn how to trade so they can't afford to take tower shots to kill you. Yes, you can live through 4 tower shots at lvl 2 if you're full health. Why is a full health enemy tower diving you at lvl 2? You need to have fucked up pretty damn hard to be low enough to dive at that level.

LaceUp237 votes

I've watched a not even fed Yasuo dive inhib tower. The tower does less damage than the tank support.

xFrostKnightx5 votes

You specifically chose Yasou so I find this claim hard to believe, he is lacklustre at diving unless he gets his knock up. Diving is only worth if the enemy is low on HP and you can kill them in 1-2 seconds. Otherwise you'll lose the trade and die.

To make a "Yasou not even fed" tanked tower and 1v1 (enemy above 30% HP) and got out isn't realistic.

After 1-2 seconds the tower will slow you and spike in damage, marking your death and the enemy only had to hit Yasou 2 times.

Pyrodinium2 votes

No to mention that, since this was an Inhibitor Tower, it was either late game or Yasuo's team had a sizably lead.

xFrostKnightx1 votes

A Yasou would be hesitant to even dive somebody at 20% HP. Low elo Yas would dive and suicide but in high rank, unless he hit a Q or had 65%+ HP and a minion wave. He wouldn't risk it.

Most if not all the people asking for tower buffs tend to be low elo people anyways.

Back when towers had their invulnerability spell and we had yet to have enough tanks, games would easily go into 50minute to 100 minute games because diving was almost always suicide.

SlytherinUmbreon2 votes

Flash>dash>mid Dash PBAoE knock up? Or just dash through the winions

And I'm sorry, but this is one of the big things that really frustrates me. :/ Every time we ask for towers to get buffed, Riot or someone or anyone acts like we're asking for the to go all the way back to where they were. I agree, they were too strong before, but when Riot nerfed turrets I assumed their goal was to make it more balanced: So that each side of a tower dive had a decent chance of winning.* I'm really not seeing that. Half of the time, the correct decision is to not even bother trying to defend the tower.

  • holy run-on sentence, Batman
LaceUp2310 votes

You can find it hard to believe all you want lol...I've watched it happen though.

RisenDarkKnight2 votes

The tower doesn't slow anymore. Besides I'm gonna assume yasuo did land his ult because it's pretty easy to land on enemies that are stuck under an inhib tower. It's pretty easy to kill someone quickly as yasuo, and his shield can take at least 1 second of the towers damage and his dash may help him get out.

Ventira1 votes

{quoted}

You specifically chose Yasou so I find this claim hard to believe, he is lacklustre at diving unless he gets his knock up. Diving is only worth if the enemy is low on HP and you can kill them in 1-2 seconds. Otherwise you'll lose the trade and die.

To make a "Yasou not even fed" tanked tower and 1v1 (enemy above 30% HP) and got out isn't realistic.

After 1-2 seconds the tower will slow you and spike in damage, marking your death and the enemy only had to hit Yasou 2 times.

Tower's don't slow anymore, bro.

Slamurai Jack4 votes

{quoted}

I've watched a not even fed Yasuo dive inhib tower. The tower does less damage than the tank support.

By the time the enemy is at your inhib tower, the game has shifted from 'towers protect you' to 'you protect towers'. The tower isn't there to do all the work for you; it's simply there to help you out. If you pick a really shitty duelist with poor escapability and place them under a tower to defend it, you should expect that Nasus, Tryndamere, Yi, etc. to immediately dive that shit and punish you for sending someone so ill suited to defend that tower.

333lom1 votes

So then champions who are really bad duelists with poor escapability shouldn't be played?

Slamurai Jack2 votes

No, you shouldn't send them to defend against a split push. What part of that is so hard to understand? If your champ is bad enough at 1v1's and the enemy champ is good enough at 1v1's, they will be able to kill you under tower. If you send Caitlyn to try and defend the tower 1v1 against Xin Zhao, you deserve to die and lose that tower for that decision.

On another note, I find it hilarious that in a thread filled with people who think towers are too weak, I actually have the highest rated post while expressing a contrary opinion. The boards are funny like that.

Squarefighter2 votes

Why is a full health enemy tower diving you at lvl 2?

I read this as "why is a full health enemy tower diving you at lvl 2. I was also pretty confused as to why that would happen.

Slamurai Jack2 votes

Don't you read patch notes bro? You can command the towers to fight with you now. It really spices up the early game.

SlytherinUmbreon1 votes

In a world where Poppy pushes and Hooks work on Towers...

Paletongue1 votes

Why is it fair that making a single mistake before level two automatically loses the lane/game for you?

Shouldn't there be room for actual comebacks?

Slamurai Jack1 votes

If you're getting tower dove at lvl 2, you made far more than a single mistake. You made several mistakes. You have to lose trades extremely hard to die at lvl 2.

Paletongue1 votes

I don't think that to be true.

For instance, duelling 1v1 at level one and losing is only a single mistake.

Walking too far from your tower to get farm and then get chunked by Riven and subsequently tower dove at 2 is only one mistake.

Slamurai Jack1 votes

It's honestly really easy to win trades 1v1 at lvl 1 if you can get your ranged minions to aggro onto the enemy laner. But yes, you've already made several mistakes, not just one. I guarantee you didn't manage the first minion wave properly (by pushing) and let Riven push into you because you're afraid of her. I guarantee you took a Q and auto for free while trying to CS. And I guarantee you didn't respect her closing power at lvl 2. And then you didn't outplay her lvl 2 tower dive and died. That's 4 mistakes in less than a minute of laning.

Pika31017 votes

Seeing as I can tank about 5 or 6 turret shots as a level 7 Ezreal... Ya, turrets don't hurt.

xFrostKnightx10 votes

5 shots. "Towers don't hurt"

Because we have to buff towers to kill us in 2 hits from 100 - 0 without the enemy touchin us?

20% of your HP per hit is a lot of damage. Unless you're talking about wanting 50 minutes in and nobody can take a tower because it will kill them in 4 hits.

Also I love how nobody takes into the fact, if you were going to dive someone they will turn on you while you're under tower. Because people know towers do a lot of damage and can change a dive into free kills.

If you stand by your "towers do no damage" belief so much. When their Adc and support run up to you under tower please, run back to base, because obviously the tower does no damage.

Zazusha14 votes

towers should increase their damage to champions for every enemy champion under it. So dives are really risky, like they are supposed to be. Or increase their Atk speed during dives.

DeadlyQuestion11 votes

It's pretty bad when I can take four tower hits as a level 2 leblanc, get the kill, and still survive (albeit with critically low health)

Prospector Pete4 votes

And then late game when you get Zhonyas... With 100 Armor the turret shots did 50 damage to me as Kassadin.

gubigubi3 votes

No you can't lol How low is this enemy champion? sub 100 hp? The damage output from 2 of Leblancs spells at level 2 is very low its like 25-40% tops from 2 spells. And her autos hit for like 47 at level 2 to champions. Unless there was a lot of prep from poke and really bad misplay by the person you are killing there is no way you are taking four tower shots against a non afk player as leblanc and getting the kill at level 2.

DeadlyQuestion1 votes

{quoted}

No you can't lol How low is this enemy champion? sub 100 hp? The damage output from 2 of Leblancs spells at level 2 is very low its like 25-40% tops from 2 spells. And her autos hit for like 47 at level 2 to champions. Unless there was a lot of prep from poke and really bad misplay by the person you are killing there is no way you are taking four tower shots against a non afk player as leblanc and getting the kill at level 2.

And yet.....

gubigubi1 votes

Got a video of that ever happening to anyone? I would be pretty shocked. Edit: lmfao dude I just tested it in a custom game. The tower ramps up so hard you get over killed by the 3rd shot. Edit: Even with a dorans ring and chugging a pot the 4th tower hit over killed me by almost 40% of my HP.

Drugoth6 votes

I'm honestly surprised at this poll as well as the results. As OP mentioned there are 3 people diving 1. Unless you have a lot of cc spells and all your summoners and fakers skill you're going to die. (Or if the divers screw up royally)

If you have 3 enemies pushing you to your tier 1 turret and you're alone why take the risk? Just back off and ping your teammates to pressure an objective trade. If your team reacts fast enough you guys should come out equal in the objective game without giving up any kill gold. The fact they have 3 down there means that they only have 2 others to contest elsewhere use that.

Tldr; turrets do enough damage. Back off and contest a different objective. Not worth giving up the kill/assist gold to try to save a turret yourself.

Xeronos5 votes

I seem to remember this relic of a summoner spell called "Fortify" that would vastly deter dives. But on the whole I feel like the consequence for diving does not match the rewards reaped for doing so. Makes you wonder why item 3056 is even in the game when it is clearly not needed.

Bootleg Gay4 votes

I at least want to see nexus turrets get more damage. They're supposed to be you last stand, but go down in less than 5 seconds. They also do so little damage, even when they are both targeting me at the same time.

Drugoth2 votes

To be honest if the enemy team is on your nexus turrets in the first place and your team doesn't have the combined strength to stop them from sieging, (Or if a lot of your team is dead already or aced) it's generally a sign that you have lost and so the match should theoretically end.

If these supposed turret buffs are implemented because people are whining about losing a game then it will result in much longer games that shouldn't even be running that long. As it is, turrets are a crutch to possibly make some comebacks for players that are slightly less skilled.

Tldr; if you're relying on your turrets too heavily then you are clearly being out played by the enemy team and should therefore be taking a loss. Why draw out lost causes longer than necessary?

Shonjl1 votes

While i agree with most of that, I do give credit that nexus turrets should be vastly stronger than the other turrets, there being 2 right next to each other as well as being your last line of defense, a super minion wave shouldn't be able to kill a nexus tower by themselves. They should at least be able to take some damage but shred the waves unless champs are there helping them, as it is right now, 1 super minion can basically half health or more a nexus tower with both shooting it. That is a bit much.

Drugoth1 votes

So then maybe our issue isn't the turrets but the super minions being too tanky? I have to admit, i'm in silver 3 and more often than not i've had to face down super minions coming at my nexus turrets by myself as a support (and we all know thats like shooting at a panzer with an airsoft rifle xD) because my teammates that can actually defend against them are too busy running around like chickens with their heads cut off at 0/9 k/d ratio thinking they can still 1v1 any of the carries on the other team.

The thing that frustrates me the most at silver elo is the fact that a lot of players do have the mechanics of their champions down but when it comes to basic strategy they don't seem to care at all. Chasing all those kills down sure is fun, but it doesn't really accomplish pushing the game forward to a win. You could be a 10/0 vayne but if you never leave the jungle to siege or splitpush then thats effectively wasted resources.

Yeah i have to agree with you that super minions are kind of problematic if you don't have anyone there to stop them. But once again it comes down to strategy and teamwork.

Blue Moon Wolf3 votes

If Riven is still able to towerdive, shield herself and escape with no damage, then the turrets aren't doing enough damage.

Transgressor1 votes

OOOOOOR you got outplayed the living shit out of you, so there's that.

Get good.

Blue Moon Wolf2 votes

OOOOOR I was under tower and she poked me to death while taking no damage from tower while between a bullshit stun and a dash shield, I can't get a move off edgewise, so there's that. Obvious Riven main.

Transgressor1 votes

[deleted]

Blue Moon Wolf2 votes

I don't need to create a stupid boards post about how bullshit Riven is, she's getting reworked in a few patches anyway and I hope they make her shitier then Morde solo is now, just so you can QQ about it like every other riven main when someone even thinks about touching their Freelow champ. LOL

Apocyliptic2 votes

The only way to get off a level 2 or level 3 dive is if the laner and jungler have really good synergy, basically meaning one has strong burst and the other has some form of hard CC and on top of this, if the laner doesn't just run backwards (what you're rarely supposed to be doing) and hits back at the one taking turret agro, then unless the one diving flashes away, then he'll die as well. Not to mention the fact that YOU should have flash as well, unless of course you had to flash away from your opponent or else you'd die, which means getting dove is how you get punished for sitting in lane after that fact. Also, you need to be a good early game jungler to pull these off, which you should be considering and in the case of getting pushed backwards, warding the bush behind your turret. If you really don't want to take risk, you simply back, but this could risk putting you behind if the enemy has waveclear.

If we buff turrets to the point in which dives simply become impossible, then this game will make losing lane or just outright losing the game much less effective, dragging games out for way too long. It pretty much makes snowballing near impossible and the only way to repeatedly dive your laner by yourself requires you to be at least 2 kills (or just an abnormally dramatic CS lead, which should only happen in cases of counters and deaths, or else you're just missing last hits) ahead or a champ that's really good at diving (fizz).

Though to be honest, once you get into the late game, the tankiest of champions really don't give a shit about your turret (I'm talking things like maokai here). The thing is though, usually the one tanking has to sit back, or risk getting bursted down and losing the teamfight, which usually means it's pretty much a 4 v 5, which if you're losing that, probably means you're so behind you DESERVE to lose. Especially if it's the late game and you're getting pushed back; usually means you messed up somewhere, and should lose.

TD;DR Dives only happen so early if the jungler and laner have really good synergy, the ganker is really good early, and most of the time results in a flash from either the jungler or top laner (depending on who tanks). Also, you have to put yourself in the situation through poor play, meaning you deserve to get punished. Plus you need to be around half health, if not drastically lower.

Drakylon2 votes

Towers should attack faster, so that several things happen:

  1. Aggro juggling becomes more active, since tower damage ramps up faster on certain champions.
  2. Committing to a heavy dive is now actually risky if you can't get out in time, but "diving" at the edge of tower range isn't too much riskier than before.
  3. Champions without near-instant waveclear become slightly more viable since waves can now be farmed faster under tower.

{quoted}

I'm honestly surprised at this poll as well as the results. As OP mentioned there are 3 people diving 1. Unless you have a lot of cc spells and all your summoners and fakers skill you're going to die. (Or if the divers screw up royally)

If you have 3 enemies pushing you to your tier 1 turret and you're alone why take the risk? Just back off and ping your teammates to pressure an objective trade. If your team reacts fast enough you guys should come out equal in the objective game without giving up any kill gold. The fact they have 3 down there means that they only have 2 others to contest elsewhere use that.

Tldr; turrets do enough damage. Back off and contest a different objective. Not worth giving up the kill/assist gold to try to save a turret yourself.

A problem arises when two people (at very low levels) can dive a tanky champion under tower and not be at risk at all unless if they misplay horribly (i.e. the squishy adc tanks all the tower hits while all the support's cc abilities miss). Towers should offer a sense of protection roughly equivalent to one champion's damage. Even a 3v2 or 4v3 should offer some sense of risk to the advantaged side (assuming equal items and levels) especially if the champions have any cc abilities, but right now a towerdive might as well be a 3v1 or 4v2.

Also, inhib and nexus turrets are laughable. I've seen many a tank just stand there and tank the tower while taking zero net damage until about 5 seconds in when the tower starts piercing armor.

Drugoth1 votes

Once again, what i mean to say is that turret diving with a large deficit in team numbers shouldn't be made effectively even by the turret. The strategy of the game revolves around map movement and rotation. If you can't have the prerequesite number of teammates there to help you, you shouldnt be rewarded for your failure of strategy.

Drakylon2 votes

{quoted}

Once again, what i mean to say is that turret diving with a large deficit in team numbers shouldn't be made effectively even by the turret. The strategy of the game revolves around map movement and rotation. If you can't have the prerequesite number of teammates there to help you, you shouldnt be rewarded for your failure of strategy.

Note that I said "some risk", not "risky". A 2-player deficit shouldn't be made up for by the tower, but it should act as if there were at least 1 more person there. A 3v2 with at least one tank and one damage dealer on the 2 shouldn't be a cakewalk early game. If the "prerequisite" to even survive under a tower is equal to that anywhere else on the map, there's a problem.

JChaosMaster2 votes

I think the first and second towers do fine damage wise. The nexus towers are fine to. At those stages the game is over. The tower that really need the buff is the inhib towers. They shoot a pure laser but it never seems to do any real damage compare to all the otbers.

Zastie2 votes

Yeah, turrets are kind of a joke right now.

UPfreely2 votes

towers need a way to deal with mobility creep... other than that they feel pretty good imo

Sohleks2 votes

No, I think if the enemy dive outnumbering you 2-1 you should be in real danger.

I also think if you cannot 1v1 under tower with its help you should go down.

Yorukin2 votes

Personally, I feel like the turrets' initial damage and armor penetration should go up, but the ramp-up should be a bit slower for prolonged dives. Towers used to be something to be feared early on, but they've since become less so due to a combination of mobility creep (including everyone getting higher base MS) and slightly improved base armor on everyone not named Thresh. Back then, you had to commit to a kill when you tower dove, and you probably would end up taking at least three shots on top of the enemy's damage. Now, it's entirely possible to walk in, burst down the last remnants of someone's health, and dash/Flash out before taking more than two shots. If that's the problem, let's make those two shots count.

FantasySniper2 votes

Secondary firing mode on the towers when aggroed on champions. Increased base fire rate, then a little bit of sacrifice in damage without also nerfing the warm-up bonus. No longer does being untargetable for 0.75 seconds or having a shield for only 1.5 mean that you're immune to tower damage. You're going to have to actually be able to tank the shots.

Inhib and Nexus towers should do splash damage. Now it's not so easy to get under tower and utterly destroy the base turrets because even when tanking the shots, it will hurt the nearby wave or teams that think they can get away with not having ranged seigers.

Dio ßrando1 votes

After 30 minutes or so they should make it deal % health damage, making it so Tank's cant dive as hard.

Only Play Darius4 votes

Half the reason you need a tank on the team is to be able to fight under turrets late game....

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