Can't be the only one wanting old turrets back.
'Cause I am sick of us being able to melt them so fast while they can't even kill a mage like Veigar in 7 hits at Lv.9, while he chunks it.
'Cause I am sick of us being able to melt them so fast while they can't even kill a mage like Veigar in 7 hits at Lv.9, while he chunks it.
Turrets didn't really get weaker directly. Everyone just started hitting harder. Imo
Turrets didn't really get weaker directly. Everyone just started hitting harder. Imo
I've dived a 3v1 as Ahri and got out with 25% of my HP left, turrets did get weaker.
Or you killed them all faster than you used to.
Or you killed them all faster than you used to.
As Ahri after nerfs? I strongly doubt that.
Idk, masteries give a considerable boost.
Idk, masteries give a considerable boost.
Let's see, a grand total of not even 250 AP, so.... nope, unless they seriously buffed magic pen
I have no idea the masteries you used, the enemy champions resistances and health, and what was on cooldown.
Honestly I'd rather you post a video on your claims.
I have no idea the masteries you used, the enemy champions resistances and health, and what was on cooldown.
Honestly I'd rather you post a video on your claims.
Really can't due to yesterday's patch
Maybe you should in the future when making arguments.
I have no idea the masteries you used, the enemy champions resistances and health, and what was on cooldown.
Honestly I'd rather you post a video on your claims.
if you have no idea what kind of set up he had why the fuck are you trying to blame it on that?
I'm trying to cover factors the OP didn't.
http://leagueoflegends.wikia.com/wiki/Turret
Scroll down and look at the patch notes for turret changes. Looks like they've been buffed repeatedly.
Seems like its more a combination of higher champion damage, and huge damage reductions from tanks. Maybe he looked it up and made a point based on provided information, idk.
thats called an indirect nerf.
And getting more mobility to make their damage invalidated.
Turrets didn't really get weaker directly. Everyone just started hitting harder. Imo
V6.9 Defensive stats BASE HEALTH 4000 ⇒ 3300 NEWTURRET PENETRATION Turrets are now subject to armor and magic penetration effects
Which "old towers"? There have been times where towers are far weaker then this. Need to specify
Which "old towers"? There have been times where towers are far weaker then this. Need to specify
Where they can actually be safe to hug like a bitch
Bitches arent safe to hug. They got disease and drugs 'n stuff.
Dude, you really have to train your dog better. Seems like it is out of control.
Oh mega R.I.P. I got outplayed.
i really liked season 5 towers with the lasers and shields
Not that much happened to towers, damage just went up...
They also had Armor and MR added
Which "old towers"? There have been times where towers are far weaker then this. Need to specify
season 5 towers . the ones where t2 gave you a shield.
Wait for Caitlyn to headshot turrets. [sg-jinx]
four words: scaling damage laser turrets.
They need buffs right now. They are just way to weak overall compared to champions. Everyone can shred towers and the ones who are designed for it do it like 10x faster while they are two weak to actually be a threat for tower dives. They need some major help.
im so done with seeing a couple level 4 bot laners almost completely take out my turret in a single push
Or you get ganked mid while your jungler is caught up in another tank, they use 3 Summoner's to force you out of lane, and then build up a big wave.
Literally level 4 xin or olat with redbuff wail on your tower for 15s with your midlaner and it's gone.
RIOT GIVE US OUR FUCKING LASER TURRETS BACK
[darius-angry]
God no those towers where even worse i just want the towers to do damage and be a threat early game if anything i want the towers from TT
honestly i much prefered those towers because at least they also came with debuffs. dont get me wrong they needed a damage buff too but they also slowed and i wanna say they did something else too? idk i may be completely wrong
But laser turrets did constant damage though. Regular tower shots can be easily dodged, such as a very fast Yi going in and out even before the turret could focus; whereas laser with laser turrets you always took damage, and I think some other debuffs?
[sg-jinx]
I want a replay of Veigar tanking 7 tower shots at level 9. I bet nobody will show me that.
Since there is the practice mode to get a complete tank build even at level 9, that shouldn't be that hard to accomplish.
Sure . How about an actual game with a normal Veigar build?
Easy. Bring Kayle, Kindred, Soraka, and Lulu.
Can't tell if actually stupid or just trolling
Orrrr, and hear me out, I have a sense of humor and really don't care about what you guys were talking about. [vlad-salute]
Don't even need to use practice mode.
A high end Veigar player at ten minutes (with no kills but not needing to back) could reasonably expect to have somewhere in the vicinity of 150-175 AP from his passive. That takes an enemy that's constantly getting hit as well as properly CSing with Baleful Strike. This same Veigar will hit level 9 just after the 10m mark, so we'll use level 8 for these calculations.
Let's say our Veigar backs and picks up a Morellonomicon and maybe some boots. That'll bring him up to about 275AP on the high end, and since mpen is popular, we'll assume he's running sorc boots and some flat penetration runes. Call it 35 mpen.
At level 8, Veigar has 66 base AD against 38% reduction for 41 physical damage. He also does 110 magic damage, after factoring in the half scaling and magic penetration. Each autoattack against the turret thus does 151 damage, or roughly 4.3% of its maximum health.
Veigar doesn't fare anywhere near as well.
With 966 health and only 24% reduction from armor against turret shots thanks to their 30% penetration, the first turret shot against Veigar will do 146 damage to him - roughly 15% of his maximum health. This ramps up on a per-shot basis, and since there's nobody to swap off of him, it will quickly kill him.
The first shot does about 15% of his total health. The second does about 20%. The third will do 28% of his health. The fourth will do 35% of his health. This leaves him at about 2% of original HP. The fifth shot ramps differently, and only does 41% of his health, but it's still massive overkill.
In this time, he'd get somewhere between four and five autoattacks off, so in exchange for his entire health pool he'd knock off maybe a fifth of the turret's health.
In short, unless he got Zhonya's as a first buy and blew summoners, he's not tanking seven turret shots.
"A high end Veigar player at ten minutes (with no kills but not needing to back) could reasonably expect to have somwhere in the vicinity of 150-175 AP from his passive"
You have literally no idea what you're talking about. You would expect 150 AP from a very fed veigar at 15 minutes (lots of kills/assists).
At 10 mins you can reasonably expect a Veigar to have 60-70 bonus AP.
By 10 minutes into the game you wouldn't of even had 150 minions spawn that you could kill with Q.
Edit: Also, Veigar starting catalyst/seeker + having armor runes would survive much longer, and it's a perfectly good build vs certain matchups
Veigar gets stacks in the following ways:
At the 10 minute mark, you've had about 17 waves and your 18th wave will spawn at the 10:15 mark. If Veigar farms carefully, he could use his Q up to three times per wave, granting as much as a hundred AP by ten minutes. Between careful Q usage and double stacks from large minions, it's entirely possible get a hundred stacks from minions. Getting the remaining fifty from spell hits on enemy champions is a tall order - for mana reasons if nothing else - but it's possible, especially if your jungler gives you blue buff.
Is it optimistic? Certainly, and I don't really expect most Veigar players to get anywhere close to that, and if they do, they almost certainly have some kills to show for it. But it's not completely unobtainable.
"a high end veigar could REASONABLY expect.."
This is where you're wrong. You cannot reasonably expect to have that much AP. You can't reasonably expect that your opponent will let one of the weakest laners in the game have perfect CS.
The only real way you can get that much AP is if you get tons of takedowns.
Generally Veigars will miss shit tons of CS because their opponent will just constantly shove it into the tower, or bully them out of lane.
Don't even need to use practice mode.
A high end Veigar player at ten minutes (with no kills but not needing to back) could reasonably expect to have somewhere in the vicinity of 150-175 AP from his passive. That takes an enemy that's constantly getting hit as well as properly CSing with Baleful Strike. This same Veigar will hit level 9 just after the 10m mark, so we'll use level 8 for these calculations.
Let's say our Veigar backs and picks up a Morellonomicon and maybe some boots. That'll bring him up to about 275AP on the high end, and since mpen is popular, we'll assume he's running sorc boots and some flat penetration runes. Call it 35 mpen.
At level 8, Veigar has 66 base AD against 38% reduction for 41 physical damage. He also does 110 magic damage, after factoring in the half scaling and magic penetration. Each autoattack against the turret thus does 151 damage, or roughly 4.3% of its maximum health.
Veigar doesn't fare anywhere near as well.
With 966 health and only 24% reduction from armor against turret shots thanks to their 30% penetration, the first turret shot against Veigar will do 146 damage to him - roughly 15% of his maximum health. This ramps up on a per-shot basis, and since there's nobody to swap off of him, it will quickly kill him.
The first shot does about 15% of his total health. The second does about 20%. The third will do 28% of his health. The fourth will do 35% of his health. This leaves him at about 2% of original HP. The fifth shot ramps differently, and only does 41% of his health, but it's still massive overkill.
In this time, he'd get somewhere between four and five autoattacks off, so in exchange for his entire health pool he'd knock off maybe a fifth of the turret's health.
In short, unless he got Zhonya's as a first buy and blew summoners, he's not tanking seven turret shots.
Turrets damage and strength should increase over time. Case closed. Capiche?
[{quoted}](name=John Prime,realm=EUW,application-id=3ErqAdtq,discussion-id=ZqetsmH7,comment-id=0010,timestamp=2017-09-15T16:42:24.184+0000)
Turrets damage and strength should increase over time. Case closed. Capiche?
They do increase with each hit, but by very little, if they deal such abysmal damage they should be harder to break
I mean game time. That 10 dmg bonus with each hit, I shit on it.
They actually SLOWLY and PAINFULLY gain AD every minute or so. This also has a cap, so it's even worse than it sounds.