Turrets are far too weak in the current state of this game.

Gingy120·9/25/2017, 4:44:44 AM·69 votes·3,186 views

###Make Turrets Great Again!

Turrets are very weak from what they used to be:

##They are prone to AP damage per basic attack

  • This isn't really an issue, since mages really needed a way to damage towers effectively.

##The first turret to fall grants the destroying team a total of 300 bonus gold

  • Bonus gold for the destroying team means greater chances of snowballing to fell more turrets and make it harder for the enemy team.

##Siege and super minions take only 70% damage from turrets

  • Minions are incredibly strong forces on their own. Two waves of unattended super minions is all it takes to destroy both Nexus Turrets. One siege minion is all it takes for a turret to fall to an army of caster minions.

##Lightning Rod no longer mini-exhausts the targeted champion

  • Backdoors and tower dives are easier to pull off because of this, in both cases of whether the tanking champion is a tank or a marksman. It made it less punishing for a dive to occur when the wrong champion takes turret aggro.

##Inner turrets no longer shield allied champions

  • Not a large issue, but it was a cool implementation.

##Lasers from Inhibitor and Nexus turrets were removed

  • Super minions are already incredibly strong if left unattended, and the removal of this feature let them have more effective health against tower shots.

##Rift Herald deals 25% of her total health plus 150 physical damage

  • Rift Herald literally takes half your turret's health in one charge if she's at full.

##Some item-champion combinations are directed towards destroying turrets

  • Check out that Sona with Ardent Censer. That's a 4-man buff of attack speed right there. How do people damage turrets? By basic attacking. How do turrets fall more quickly? By having the rate at which attacks hit them increase.

##Turrets gain negligible amounts of bonus resists over large amounts of time

  • If turrets gain 2 resist per minute of game, with Outers starting at game-start, Inners at 15 mins, and Inhibitors and Nexuses at 30, then how much resist will each tower really be getting? Outer turrets generally start to fall past 10-15 minutes. Alright, that's 30 bonus points of resist those towers got. How about Inner Turrets? Their sieges start once the tower preceding them falls and the minion wave begins chipping at them. And how many bonus points of resists do they have at that point? Close to zero. And Inhibitor Turrets? Once their inner turrets fall at generally 30 minutes, that's also close to zero. (Just relative numbers)

Turrets should get stronger as they get closer to the base, not weaker. Yes, they do get increased damage, and yes, they are closer together for the enemy to defend, but think about it in the whole overlay of things: Do turrets really have as much as an impact as you would like them to?

With the current state of turrets, they fall very easily to self-pushing minion waves and heavy sieges. They are just far too squishy and far too weak to be able to do anything for their team as such an important structure in the game.

Let me propose a few things that can help better the status of turrets.

  • Turrets should deal true damage. Yes, TRUE DAMAGE. Take a look at this little gem from some time ago. That turret just got backdoored by a Poppy & Kha'Zix while Poppy walked away with still a large chunk of health at 3 armor items. With turrets currently dealing physical damage, it really sucks having their shots tickle enemy marksmen and mages. All champions naturally have a prominent armor scaling. Turrets don't get enough damage to compensate for this scaling, and should therefore be given true damage.

  • Turrets should have an attack speed of 1.0. They attack way too slow at the current rate of 5 attacks per 6 seconds. This just lets champions tank turret shots for longer than they should. Turrets already get chipped enough by a single minion wave being large enough for the tower to go down in one siege. That shouldn't happen during mid-game unless the whole team is taking the turret.

  • Turrets should start scaling from the start of the game, but have Inners, Inhibitors, and Nexuses scale for less. Seriously, Nexus Turrets are weak enough to the point where Lethality MF can 4 shot them by switching between them. Doesn't that seem broken to you? As said before, turrets should get stronger as they near the base, not weaker. Turrets are primary objectives and should behave like so; even secondary objectives like Baron and Drake are harder to kill than turrets.

  • All turrets should streamline in how they function. I'm referring to Fortification. I understand that the purpose of removing Fortification from Bottom Lane was to prevent ADC & Support from going Top, but wasn't the purpose of removing lasers from Inhib & Nexus Turrets to streamline how turrets work across the map? Several aspects of the game were changed to induce balance and consistency, but this isn't living up to its expectation. League is a game of real-time strategy. Let it be that way.

What I'm trying to say is that although I understand that turrets unattended to can and should be felled rather quickly, I just need to point out the fact that turrets do very little in the overall aspect of a MOBA to give the allied team a sense of map presence. They just feel very weak when compared to the standards expected as all-powerful guardians because so many features of the game are focused at killing turrets. It sucks that an entire lane can be wiped out from an ace at 30 minutes in the game.

EDIT: Typo

Thanks for reading, and have fun on the Rift!

35 Comments

SarcasticShepard9/25/2017, 8:30:20 PM11 votes

Towers should honestly feel like an accomplishment to bring down, not something we just slap to death while it tickles us with a light show.

Ascended Kindred9/25/2017, 9:53:04 PM9 votes

I have an idea as to how to improve turrets.

Currently bot lane tower is significantly weaker to prevent laneswaps. We’ll keep that in mind.

One of the points you mentioned is that towers don’t start gaining resistances until about the time they start getting killed.

A possible solution could be the following set of changes:

If a tower is killed, all of its current resistances (accumulated) are passed on to the tower behind it either after two minutes with the exception of bot lane tower gaining resistances instantly. This means after teams score a tower kill, they have the option of quickly sieging the one behind or backing off to fight another tower. If bot lane loses their outer tower, the enemy team has already taken vision control around dragon and other objectives. We should make the inner tower more resistant to reduce punishment.

When resistances are passed to a tower, the recieving tower will begin accumulating resistances if it is not already. This is an anti-snowball measure and it functions with the change mentioned above.

Inhibitor towers and nexus towers no longer take damage from minion waves without a cannon minion. Cannon minion spawns are incredibly disjointed until improved at 20 minutes and later finalized at 35 minutes. This means if a lane is seriously losing, inhibitor towers will have some breathing room until later on, allows teams to stall and try to regroup.

These changes should hopefully improve towers and make the game less snowbally in general.

O Fallen Scholar9/25/2017, 6:27:10 PM6 votes

Sry but I dont want 1 hour matches.

sketchy19/25/2017, 3:10:53 PM2 votes

well its not impossible to catch up, cause 300 gold is just about as much from either 1 kill or about 15 cs, and seige minions are called that for that specific reason, to siege. I agree they do shoot kinda slow, but the turrets are meant to help defend the nexus, not wipe the waves for you. anything faster would make split pushing a lot more difficult

BushWacker9/25/2017, 7:01:17 PM2 votes

Tower hugging is bad enough haha you a lux main?

PopcornBunni9/25/2017, 11:08:25 PM2 votes

I like the final turrets on T.T. They have a 2.0 attack speed and it really feels like they are working their hardest to be the last line of defense.

True Damage could be nice, since tanks would be forced into buying health for sieging, leaving them open to % damage and lifesteal, or forced to buy resistances for fighting at the expense of backdooring and diving.

hotarse9/26/2017, 3:33:57 AM2 votes

The problem with turrets right now is that Riot neglected to scale up turrets faster now that the game is faster. Games are ending sooner and champions are getting stats much sooner now too. Meanwhile, turrets scale just as slowly as they always have and it's making them look like basically nothing come mid game. Turrets need to make more of an impact mid and late game imo. And to do this, they need to scale just as fast as all the champions in the game.

FooDang9/25/2017, 11:03:24 PM1 votes

For the record towers are objectives that are meant to be protected by the team.

Towers are not there to be a safe haven so you can pve minions till 20 minutes in.

Late game sucks, learn to be aggressive and take advantage as early as possible.

This is season 7. Fast paced, in your face, show no mercy type of gameplay. You better be ready for team fights at level 1. The times when stalling the game and hugging towers are over. Push push push for nexus and win game. Or get outplayed and get stomped. Whatever the outcome as long as its not a 40+ minute game.

That being said, I understand people are still trying to learn the game and it sucks to get tower dove and completely stomped out of existance.

But, you really only learn mechanics from lane phase and midgame. Everything after that is boring and time consuming. Take the L and learn from your mistakes and bring that knowledge with you to the next game.

Maybe Towers could use a little damage buff. But then again if JG and midlane decide to 4 man dive botlane then they should get the tower because teamwork :)

Reletr9/26/2017, 12:18:40 PM1 votes

The changes sound good. However, this would slow down the game in general, and champions that snowball hard, early (i.e. Draven and Talon), will become even more useless, with champions that scale insanely well into the late game (i.e. Twitch and Vayne) will become more powerful. I don't mind the occasional 70 min game, but if every game creeps between the 50-70 minute mark instead of the 30-50 minute mark that I'm used to, I would probably break from the stress each game would give me

So basically, every suggestion besides the added resistances is good

SwiftKitten889/25/2017, 11:43:24 PM1 votes

as much as i agree with the OP... i cannot make myself up vote due to your first sentence

Sir Fuzzi9/25/2017, 11:53:22 PM1 votes

It's just that damage is something a lot of champs can shake.

If towers had slows or attack speed slows or something then they would feel six times more threatening and dives would have to actually be carefully planned.

Sun Wu Ryuumoku9/26/2017, 12:21:58 AM1 votes

Dont worry... Riot create a runes for u : Demolition [galio-happy]

Cerash9/26/2017, 2:32:48 AM1 votes

How about making turrets shoot faster only against champions? You'd get a bit more safety under them but getting pushed wouldn't deny you a load of farm (early game when you don't have attack speed to prepare minions for last hits) Or some kind of debuff for the targets being hit by turrets, reduced damage or slows would do wonders.

Blue Mystified9/27/2017, 3:33:28 AM1 votes

tldr but i have to agree on the points i read. and here's a moment when i realized how dumb towers are at this point:

i'm kindred against a vi. She dives me. she's not super fed, just ahead a bit. i kite her. I ult and she's still getting hit by turrets. she's taken literally 15 shots at this point, thanks to my ult. and yet after it expires i expect her health to chunk and it does about 1/10th of her health. That's not how that should work. I remember back when 1vx diving under turrets meant you were going to die unless you were 30/0.

sobi9999/26/2017, 9:32:50 AM1 votes

I am not really sure the state of late game champs currently but if turrets were buffed too much then that would make late game champs even more oppressive. Riot needs to find a middle ground as currently turrets are made of papers that hurt like noodles.

Xenomancers9/25/2017, 7:13:37 PM1 votes

turrets should at least attack the weakest champion in range of the tower drawing aggro - turrets have literally 0 effect to a tank.

sirwaterfles9/25/2017, 10:35:56 PM1 votes

They are prone to AP damage per basic attack

This isn't really an issue, since mages really needed a way to damage towers effectively.

this is a big issue and one i never really got anyway. Being able to chunk towers was an unique strengt. now i melt them with just about any champ.