For the love of God PLEASE buff the damn Laser turrets

1 4m 4 n00b··201 votes·9,018 views

THEY DO NOTHING ATM IT'S STUPID.

Thanks.

95 Comments

Teridax6868 votes

I generally leave my Alistar steak to sizzle under them for a couple of minutes, but he always seems to come out a tad underdone.

7ha7guy77736 votes

Velkoz new laser turret does way more damage and does true damage every couple of seconds

General Keith5 votes

Something similar to Vel'Koz's ult would probably work for the Inhib turrets, with it dealing TRUE damage every few seconds.

Rito pls.

Hyrum Graff4 votes

I actually like this idea. It's not ALL true damage, but it punishes dives more than harass.

The Worst KogMaw28 votes

They need to ramp up less and have more of their damage upfront. Increasing damage over time doesn't do much to discourage dives when most dives will nab their kill in a few seconds or less. Champs just aren't under the turret long enough for the eventually increased damage to matter.

On the other hand they do make it more difficult than before to facetank backdoor the turret. After a couple seconds under them they start to melt your health bar, albeit slower than they probably should.

Nepetian QC7 votes

Tell that to Trick2G. The gates are still as breached as ever.

MrSc0tty27 votes

I find it funny that the inhib turrets are the easiest to dive by far.

TonyTonyMordecai5 votes

After the inhib turrets are down, there's no defense between the inhibitors and the nexus turrets. The nexus turrets just melt under the force of the minions, especially if the enemy takes out all three inhibitor turrets. I feel like the nexus and inhibitor turrets need to be stronger to make it more rewarding about the fact that you just took out the second-to-last form of defense. The nexus towers need to have a set sequence of attacks, kind of like Xerath in the Ascended game mode a while back, where the attacks cover a large area, and can hit many targets at once, that way you can't just say "winions" every time the minions do the work for you. It just isn't fair. Inhibitor towers' lasers are fine, but I feel like what General Keith and 7hat7guy77 said, where it should be true damage, but I feel like there should also be AOE damage as well, like "sends out a shockwave every 0.XX seconds that damages nearby enemies" or something.

AbodyHUN6662 votes

AOE damage on turrets would make stall comps with Ziggs stronger again. I agree though, laser turrets really feel weak now, they need to be buffed.

TonyTonyMordecai2 votes

It would make the whole "hooray! we got rid of the nexus turrets!" more rewarding than it was, because it would've been tough to do that in the first place if the whole team/minion wave was there to tank some of the turret damage. I'm fine if they balance champions so that the game isn't just "pick ___ because he's OP"(sorry Lee Sin, but Warwick is in your boat now), but the towers need to give a better feeling of accomplishment, rather than the nexus towers crumbling to a minion wave in a second.

ChaoticPinecone2 votes

nexus turrets always melted under the force of the minions - even with 1 wave of supers that went unchecked. and if you strengthen the inhib/nexus turrets, every team is basically forced to buy an ohmwreaker (is that item even around anymore?) if the enemy has any waveclear.

my only problem is that the Barron buff is a little too strong with supers. one tank with baron + supers + banner of command can keep the entire other team busy while the rest of the team cleans up the other turrets. it made snowballing that much harder to stop.

TonyTonyMordecai1 votes

You're right, new Baron buff is literally game changing, but even so, the minions can just take out the nexus turrets even easier than before. The turrets crumble before you have a chance of saving the turrets from destruction, or even the nexus from bombardment from the newly formed mosh-pit of minions now taking out the nexus as easily as if they were playing patty-cake. It's just embarrassing to see these turrets that should be the final defense against the end of the game, but now it's just child's play taking them out.

Grouchy Poro26 votes

While I agree with you if you want a rioter to reply or notice this, you should make a post that doesn't sound like 'I'm a whiny little %&$#, give me what I want'. Explain yourself and what you think could be done, such as how maybe before the wind up the turret could fire a large, initial blast of damage.

Solaxo16 votes

Shouldn't Riot come up with such solutions? Isn't it like.. their JOB?

ULTRAF0RCE5 votes

Their job is to make sure that none of the millions of players playing the game hack the game, their job is to try to not have the multiple servers who are under a lot of pressure being that they weren't designed for this many people to not break, their job is to try to balance a game with a lot of different people of different languages with different opinions and do all of this with old tech which was never meant to be used for so much stuff

I Main Swain7 votes

Just because their company has grown doesn't mean its no longer their job to come up with solutions like that, it's part of balancing the game

Meep Man5 votes

Yes, but community feedback is the best way to balance something since the community definitely plays the game more than Riot.

AbodyHUN6662 votes

community feedback lets them skip the brainstorming about how to change stuff so they can change it faster. Without feedback it would be like your teacher saying you failed your last test but tells nothing about how or why, so you have to figure it out yourself.

Long Dong Wukong11 votes

They don't hurt for about 3 seconds and then they remove your health bar

Crownsy7 votes

They don't hurt for about 3 seconds and then they remove your health bar

Right, but if you are tanky AT ALL that's far to long. how long does a dive really take, 1 or 2 seconds?

I main Leona, and I can tank them for 5-6 seconds easily at like 20 minutes. they provide the person we are diving zero protection.

Tapu Fini11 votes

They need to ramp up faster, it's too easy to juggle aggro :/

Saevum7 votes

Agreed, they supposed to be more deadly. Currently you can only shave mid laner's Bikini area there.

Canastus6 votes

I keep getting dived as Cassiopeia just to see the enemy walk away afterwards, safe and sound. Simply because these pathetic turrets can't even properly deal damage anymore. Something needs to be done about this.

Rinky Dinky3 votes

Its funny because its Cassiopeia.

soh1gh25 votes

ya base turrets are pretty weak

Logical Yasuo5 votes

I mean the base turrets are weak enough that a wave of minions can survive long enough for another wave of minions to arrive with how long they take to ramp up

CoolKnightST4 votes

They should just remove the buildup damage from those laser turrets.

Curling Veigar4 votes

tbh they should make them like the fountain turret

Meep Man6 votes

I hope you don't mean exactly like it, but yes, like the fountain turrets.

Raja Chachki5 votes

oh he meant exactly like it

Jixx2 votes

Draven

OJ1914 votes
rinsujo2 votes

So THATS why Rek'Sai gets an Eternum skin...

NeoScout4 votes

agree they are so weak, what's the point of ohmwhrecker?

Silents4294 votes

Today playing gangplank, only tank item is a sunfire cape, I have very very easily been tanking inhib/nexus turrets for a long time without even noticing, they are so laughably weak.

Jakethenight3 votes

Maybe just bring back our regular turrets?

Espy Psyche3 votes

We could make a change to siege items instead. For example:

Banner of Command: Now affects turrets. Ohmwrecker: Powers up nearby allied turrets (in addition to shutting enemy turrets down temporarily), making allied turrets deal bonus damage Captain enchant: Makes allied turrets fire faster Hand of Baron: Converts nearby allied turret damage to full true damage.

Very few players build these items currently. The changes would make them much more popular and effective and have the bonus of buffing the laser turrets. Additionally, there could be a new item.

Focusing Iris (Builds from Ruby Crystal + Sapphire Crystal + Rejuvenation Bead:

+X Health +X Mana +X% Base Health Regen (however they calculate regen on items now)

UNIQUE Passive: Turrets near you regenerate for Y% of your passive health regen. They do not benefit from healing abilities, lifesteal, spell vamp, or regeneration abilities that scale off the user's maximum health. (This is to prevent Warmog's Armor, Dr. Mundo, and Garen from abusing it, but to give Fiora the option because her passive regeneration is much weaker and only available in combat)

UNIQUE Active: Target enemy champion becomes the preferential target for allied turrets and takes Z% additional damage from allied turrets.

Velasan3 votes

The laser turrets are meant to reduce their damage to prevent sieges and not outright kill people unless they stand under it. That's why the second row of turrets is important to keep up.

Not that it would matter. By the time you have dragon buff or particularly baron buff where all your big minions outrange the turrets it all becomes irrelevant.

PrinceArchie10 votes

Here's my problem with all turrets in general, and as the casters of the recent Preseason OGN eloquently put it "Dragon is now more exciting because it's relevant throughout the entire game. Turrets are your teams gold banks". Thats a pretty accurate statement and im 99% sure theres little reason anyone could deny that and even remotely make turrets seem dangerous, unless they don't like being denied a dive whenever they please. Games are easier to snowball now because of the dragon buffs, they are easier to snowball now because every champion is essentially stronger than they were before because levels scale much better now and make you much stronger.

This combination makes games very tense, and moreso about a complete team stomping rather than individual chances to shine or clean up. To be fair I don't think I've won a game at all this preseason by being the most dominant player on the map, but moreso my team being able to outplay the other team individually as a collective until or just being able to follow up on my engages at the right time. To win a game in season 5 you need to execute as a team consistently even if you have a lead. Thats good but what I don't like is that, teamfights literately trump almost every other aspect of the game right now, especially turrets.

If you win a team fight, even if a single member remains up, you can bet that that member will be able to take out two turrets solo. If it's a split pusher it's even worse because if you lost a 4v5 and the had one splitpushing that one guy can back door your inhibitor and will quite frankly be the strongest player on the map by the end of it. The turrets feel so underwhelming because they just literately are. They are nothing more than gold banks with the only respectable turrets being the first and the nexus turrets. The first because they chunk you out so much at an early level, and the nexus ones because in rare occasions if the other team is too bloodthirsty the turrets will take out a few over-aggressors out.

When I watched the OGN preseason, the turrets didn't play a role they used to as they did in the past. You would quite frankly see often the turret getting opponents pretty low or even killing a few at any tier. The turret was a tool for anti-siege and players who payed attention to the aggro could potentially secure a 1 for 1. Even if the better team survived with some members, sometimes it wasnt a good idea to go for the turret because they were actual threats and juggling aggro may be fatal. But now a single teamfight in even the early mid game can result in an astonishing clearing of 1st, 2nd and maybe 3rd tier turrets. Thats not fair in my opinion because a seige team shouldn't be given the luxury of feeling "safe" under a tower because it's underwhelming. They should have to make a choice, take the turret or take the chance of focusing the enemy team fully. These new turrets just don't provide that anymore for a defending team and the snowballing of these games is so fast.

The laser turrets in regards to a splitpusher work in theory but not really at the same time. They don't do a substantial amount of damage over a relevant course of time, they kill minions slowly if not at the same speed as the old turrets. Furthermore to mitigate the monster backdoor splitpushers who have been at the strategy all game, they don't even focus them so the tower is just there.... as a gold obstruction..... To be frank Season 5 is all on the players who just outplay the other team as a team consistently. It's theirs to win or throw and objectives pose no threat by themselves as deterrents, but are merely buffs and huge gold banks to collect from.

TL :DR- Part of Turrets being a deterrent is their ability to kill and their tankiness. If they aren't tanky and just aren't deadly then they do not pose as deterrents. The turrets are underwhelming and just help snowballing because they are merely gold resources for the team tasked in destroying them, nothing more.

Le Beau Princess3 votes

These turrets are garbage. Triple their effing damage.

ofart3 votes

I agree. Half the time, I forget they're even there.

DarthPancake2 votes

Yeah,I am tired of getting turret dived at level 3 because it does nothing but poke them. T_T

vfactor959 votes

You realize this discussion is about the laser turrets in the base right? Unless you are for some reason fighting inside your base at the 5 minute mark regularly

Criomhthann2 votes

Got hit by a laser turret. The damage made me feel like I was playing DOTA.

pinkyblossom2 votes

I honestly did not find the laser turrets so threatening in any game . And also did not find them helpful trying to defend my base. They ware supposed to slow down snowballing effects (maybe they do a little), but i never for a moment thought "Dem u rite for the new laser turrets! we would have won by now" - And I dont know if it is good or bad.

Ale non è male2 votes

People keep looking at the turret damage when the fact is that minions are stronger(Cannon Minions spawn way more often) and turret defenses on the very long period have been reduced And I think that, although something can be tweaked(Turret reating faster to target switch, health regen buffed a little bit, warming up a bit faster), these are good changes. If i'm capable to defend a turret, now my minions can push the other lanes and become a threat that you have to consider, it's not anymore a rush to "who push harder mid lane?", since if minions are pushed they can take out turrets and you must come back to clear some if you aren't fast enough in taking out inhib turret, giving chance of counterplay... while before even if I was stalling for minutes on mid lane, the minions on bot and top lane couldn't even be capable of taking down the enemy outer turret, making the defensive effort useless. And this is the reason why there are the new powerful dragon buff and changed baron buffs, so that you when be on pushing you will have the tools to wipe out defenses fast, otherwise the defensive team receive a prize for his defenses in the form of minions pushing

Meekits1 votes

laser turrets?

Direwolfiez3 votes

Inhib turrets. They shoot lasers that ramp up in damage about as fast as a snail sprints.

KiraHunter1 votes

lol those laser turrets are very laughable!!!!

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