I wish I could recall at level 7
Without the fear of losing my tower from full health.
Without the fear of losing my tower from full health.
Paper towers.
Stay tuned for next season: Butter Towers!
They melt themselves! After the third minion wave they start to loose 1HP per second and the melting rate keeps increasing for 1 for every released wave!
wait thats genius
defend your towers long enough and cheat your opponents out of tower gold :D
dont forget that
will have a 10 min cd and 
will be removed
And the blue pill is back.
wait, are you serious? pink wards and hp potions removed? That makes no sense.
i remember turrets having 250 armor and MR
Which gets redused to about 40 when minions are under it
0***
Something like that, wouldn't be surprised if it was -50
Laning against 
oh look
jumped in to help. RIP second tower.
Laning against
feels like
but i'm actually laning against
, i thought they weren't good in destroying turrets, ohh how i was wrong
AP ratio on tower damage was increased i believe so that is why they can take towers faster now
Dmg you deal to towers goes up with AD or AP (whichever is higher), they added this mechanic when they removed the "mage blade" mastery to ease the pain of AP champions taking forever to deal dmg to their towers.
Too bad the towers are already easy to take since they ramp up their resistances over time, and only after the tier in front of them has died.
Ryze is still ass at destroying turrets though since he doesn't really build much AP until he's like almost full build
Laning against 
I'm sorry that getting forced out of lane actually has consequences now.
I'm sorry that XP and farm advantage wasn't enough for your greedy ass
I'm sorry that you don't get advantage for forcing enemy laners out of lane.
Please, you get a ton of advantage for forcing enemies out of lane, even if you don't kill their tower. XP, farm, roaming. These are all advantages you get by forcing them out of lane, and even tower damage, but forcing an enemy out of lane once or twice doesn't justify being rewarded a fucking tower kill.
I feel you. Last season you could do that but this season you cant recall till like level 12
you need to back earlier, if you dont, you are way too suceptical to ganks without items
you need to back earlier, if you dont, you are way too suceptical to ganks without items
then my tower is at half health and I lose so much cs
I know what you mean, the other game I was thinking "man I need to back but can't until my opponent does... he was probably thinking the same thing so both of us stayed.
I know what you mean, the other game I was thinking "man I need to back but can't until my opponent does... he was probably thinking the same thing so both of us stayed.
yeah the struggle
The other problem is that your mid laner is probably 0-5 by now, and you have no items to try and get as fed as their mid laner.
back at 6:30 so you get to buy while your turret still gets the early game fortification bonus.
just kill them then they can't push :D
Without the fear of losing my tower from full health.
I wish them half healthing your turret when you back once before level 6 didn't mean that they could easily take it anytime 30 minutes later, however well you defend it.
JK it would be destroyed before minute 20 no matter how well you defended.
This was a valid argument on 5.23 in Dec. Now it's a lazy ask by someone who doesn't want to learn the game.
Don't blame the game. Reflect on what you can do better instead.
Towers are at the weakest point they have been in the entire history of the game. I've been playing since the start of Season 1, and I can tell you, back then, turrets were fucking scary as hell. Diving solo, even at full health, was almost a promised suicide.
Now you can dive people at level 4-5 and make it out with enough health to push the lane and then go B and buy.
Turrets provide little to no protection, due to the massive decrease in power they've received over the years. Turrets do less damage, get destroyed easier, AP can now deal large amounts of damage to them (in my opinion, the original point behind an AP champion was that their pushing power was abysmal, however, there ability to burst people was amazing), Zz'Rot allows you to AFK take turret, Banner also, death timers are so stupidly long that one death post level 7 will guarantee your turret will fall, and post 11, you can cry as your enemy laner pushes into your inner turret, or free wanders the entire match because of one death you had early on that caused you to lose turret.
Shy of avoiding all trades, making sure you take little to no damage, stacking health pots, and ensuring your jungler is always there to prevent ganks/dives, there's not much you can do to make the wet paper towel turrets stay up for long.
2 words : Minion control.
Enemies wont magically destroy your turret without decent minion wave. If you allow this before recalling, you deserve to be turretless. Worst case scenario ping your jungler or support to come over, they will like extra xp and gold.
2 words : Minion control.
Enemies wont magically destroy your turret without decent minion wave. If you allow this before recalling, you deserve to be turretless. Worst case scenario ping your jungler or support to come over, they will like extra xp and gold.
This isnt a bad idea either.
Again, that's assuming you're playing with a competent jungler and/or support. When you're in my ELO, you can never assume that.
You can't control minions if you die. And you shouldn't lose your turret along with giving the enemy gold if you die. That's like a punch to the face, then a kick in the nuts right afterwards.
You're essentially saying rely on your teammates. If I've learned anything in my League career, if you're in anything below Diamond tier, the only one you can rely on, is yourself.
If you die its 90% your fault. You were either too greedy (going for risky kill / overextending) or failed at assessing the threat (can he kill me? can enemy jungler gank?). The main goal of laning is to get levels and survive, secondary objective being getting gold and getting ahead of enemy if possible. People are just playing too greedily and they get punished for that. It's better losing gold from 5 minions than dying because enemy just killed you. This is the difference between bronze player laning and diamond player laning.
Sure you can't predict TF flashing in with gold, followed by jungler chain CC. But even that can be prevented by wards/zhonyas/QSS The only thing you can't really do anything about is global ults like Ez or Ashe. It's basically zero chance you're going to watch them fire it, so it'll probably hit unless you got twitch reflexes or allies on skype
I had to learn this the hard way - playing unforgiving immobile champions (like Vel'koz) against things like Zed, Ekko jungle and similar hypermobile champions with burst
Also, you mentioned AP champs having terrible damage to turrets - this was never in case. There was always 40% AP ratio on auto-attacks against turrets. If anything, turrets became more durable against AP champions by Lich bane nerf. Back in S1-2 TF could literally 2shot turret with stacked E, LB proc and blue card.
There's no point in sitting at turret, clinging to it for dear life the entire game because you're being camped. Better to risk yourself to get CS. If you die a bunch, eventually, you're worth nothing, where as CS is still worth something. If you don't believe me, watch some popular former LCS players stream. Many will state it on stream if they get camped (Which happens a lot), that you're better off risking giving gold in return for CS. If it's 20 minutes in and you only have 50 CS and no kills or assists, you're just as useless as if you're 4-5 levels behind.
Each kills about 20-30 minions. If you trade gold in this ratio it's k, unless your enemy is hyperscaling champion OR enemies get tons of assist gold. Also dying puts you behind in experience, which is huge
I can agree on that, however, gold reward goes down as a person dies more without getting a kill in return. Hence why back in season 3-4 Singed players would would proxy farm without worries of dying. Eventually, you're not even worth the effort of chasing because you're worth as much as a melee creep. So people would ignore you, and before you knew it, you've left him alone for 5 mins and lost 2 turrets and he's gained a bunch of farm.
Essentially what I'm saying is, after a certain point, your deaths mean less and less compared to the CS you get.
The problem here is that early game is so brutal right now. Turrets provide great cover super early, but post 6, 2 people can dive you when you're at half health, and if they're decent players (not even good players), chances are they'll kill you, escape, and then probably take your turret afterwards. Unless you're playing a good sustain champion, or a very high mobility champ, and neither person diving you are very mobile. (I.E. playing Riven against a Mundo top and an Eve jungle). In which case you'll most likely live, possibly even get a kill.
It's been like that in botlane.
Leave tower once, it's probably going to be at most 25% by the time you come back.
And that's way before any of the tower changes.
Yeah, it's sort of obnoxious that dying at the twelve minute mark means that my opponent not only gets kill gold, but takes the tower and starts roaming as well.
And people were crying about League of Snowball in ARAM... it has nothing on the Rift these days.
turrets are a joke, i bubbled brand into the turret, he took four shots, flashed out, still was at half hp (lvl 7) what the hell, hes a god damn squishy rito... tanks should dide in four hits if you asked me.....
Don't the jungler takes over on your lane temporarily for below the 7-minute mark if you need to recall?
When your enemy bot lane looks like this.

Was tristana AFK for 20 minutes?
I'm confused, What's the problem?
towers always looked like papers to them
Thats not true, all you have to do is lane to tower > recall > tele back to lane. Easy lane advantage. And yes im the kind of guy that goes gnar mid-lane with flash and tele. Nobody taking towers today!
Push the lane before going back.