Tower shots need to do more damage late game.
As it stands, some tanks can take 15+ tower shots and live. Their damage needs to scale more, right now they are a minor inconvenience late game, not a threat.
As it stands, some tanks can take 15+ tower shots and live. Their damage needs to scale more, right now they are a minor inconvenience late game, not a threat.
The towers aren't there to protect you. You're there to protect them!
that´s the tanks job though - the real problem is that any squishie with some lifeleech can savly ignore them for prolonged amounts of time aswell, as there´s too much arp and not enough dmg ramping up.
What if towers did %max health damage per shot instead of a fixed amount? That would seem to partly solve the problem.
Give the towers Mordekaiser's Q rampup.
If you are
you can literally solo a tower.
Turrets need to do more damage in general.
That's how they are supposed to be. They are there to kill minions and deter or prevent early towerdives. They aren't meant to be a huge threat late, by then you have a build are are supposed to be the one protecting them.
Inhib and base turrets should definitely have %max health damage.
Pretty sure that's the point. Late game turrets aren't supposed to matter nearly as much as early-mid.
Towers are way under powered as is. They need a buff in dmg against enemy champions (not minions). This will deter the common tower dive after lvl 7 ish.
I still say they should do scaling true damage.... then again no one wants to do something silly like thinking about nit before diving or staying behind your minions.
They aren't even an inconvenience. Tanks completely ignore turrets late game. Hell, assassins ignore towers late game.
I always get 4 man tower dived bot lane lvl 6. soloQ. only the enemy works together.
Towers should do true damage, or at least magic/a mix, because full attack damage heavily favors some champs when it makes sense to tank with health against an objective. Also it shoots a giant magical bolt of energy... that does attack damage...
they need to do more dmaage at ALL stages of the game, or have a buff to make them do more damage faster, like... faster attacking, or true damage, longer range so champs cant poke you when you are tryign to turtle and losing lane.... Or aggro faster/better (cant even begin to count the number of times i got dove and the tower kept attacking minions for no reason until i was dead).
Other possible buffs could include passive HP regen when inside of tower range when below a certian point (like maybe when below 50% the tower gives you a small regen buff, jsut enough to get back into lane) or an increase in armour and MR so that champs who frequently dive cant kill you as fast, though with all the true damage in game this seems pointless.
what are tanks allowed to tank in your opinion?
because right now every group of champions but supports seems to ask for tank shredding items and even turrets to deal max health % true damage to tanks.
I would rather not have the average game time increase.
you arent supposed to hug the turret all day to force a stalemate bro.
Fun fact: At around full build, a Dr. Mundo can stand under a tower for a ridiculous amount of time and take almost zero net damage due to regeneration from his passive and ultimate.
honestly this is true. I feel disgusting as sion when i can tank a nexus tower and a champion too for like ten secs and get out alive. It's stupid that a team, even without minions can kill both of the nexus towers if they have a tank assuming they aced the enemy
The problem with that is the stronger you make towers, the longer games go. Just the buffs to the inner and inhib towers they did at the start of the season increased average game time by pretty large amount. I'd rather have a decisive 35 min game then a game that drags on for an hour. If you play against a team with strong waveclear, how do you close out the game if they hide in their base? Some teams can waveclear baron minions pretty quickly so your only win condition besides them making a mistake is to dive/tank tower. If tanks can't handle several towershots, you'll see way more games with like nasus, jinx, ap kogmaw, gragas, and like karma. The kog, karma, gragas, and jinx will just waveclear until nasus gets 1000 stacks.
If tower damage were just flat increased farming under tower would be terrible. They should increase the damage cap per shot to champs though. 75% bonus damage for the third shot and all after just isn't enough. Make is scale 40% each shot and cap at 120%.
I disagree. Towers don't need a stronger late-game, they need a stronger early game.
As it stands, some tanks can take 15+ tower shots and live.
Tanks are SUPPOSED to be able to soak up tower damage. If anything the problem is that squishies give zero fucks about towers.