You Know Towers are weak when you see this
https://www.youtube.com/watch?v=MbRiYV5SBAI
Maybe Towers are the only ones that should do %max Hp True damage.
https://www.youtube.com/watch?v=MbRiYV5SBAI
Maybe Towers are the only ones that should do %max Hp True damage.
This was actually really embarrassing for Riot. We have been calling for strong turrets since last season and after seeing this.. its just making not only LoL but competitive play a joke.
Then theres people saying "tanks cant tank anymore they die in 0.5 seconds buff tanks wtf roit"
Wtf 31 hits is plain out retarded- even for a tank.
You have to keep in mind that Nautilus is pretty fucking stupid right now. His W is super spammable in the late game and it gets to ridiculous sizes with the help of masteries, not to mention all of the healing from the support there. I still miss laser turrets.
Maybe Towers are the only ones that should do %max Hp True damage.
No, because tanks should have an advantage in tanking towers. If they don't then it's better just to pick someone like Lee or Elise who can burst under tower and easily drop aggro, it already is better to pick these champs anyway, so this would just exasperate the problem.
What towers need is more flat pen and more ramping damage. This would dissuade tanks somewhat, you wouldn't be able to just face tank 2 towers in the same way Naut did in that clip, but it would still allow tanks to tank out towers in dives. What it hurts though is diving as a squishy. If you're Lee Sin, Zed or Talon and you're trying to tank a tower it should rip you a new one in a matter of seconds, no more squishy champs tanking 8 shots and living.
Hauntzer got tones of shields and heals from his support + he almost got full build at 30th minute of the game + Spirit Visage empowered healing that he was receiving + he was late game Nautilus that can spam his shield like there is no tomorrow. Towers shouldn't do %max hp true damage because it takes one of the duties away from tanks (why even bother taking tank to take turret aggro when you can pick any champ and he will tank the same number of hits from turret?)
bruh [zombie-brand-mindblown]
At least that was a tank, how about the video where a
tanks like 28 towershots and still walks away with enough HP to dance under it..
And the only reason he fell below 50% HP was because he got focused by like 3 enemies.
He procced his W shield several times, was healed by Nami, all three charges of his Corruption potion, and a redemption, all of which were amplified by Spirit Visage, and probably got safeguarded by Lee. It's also Nautilus with 2 health items and 2 armor items, so.
I have always been thinking that turrets should have true damage
Although towers are weak,tanks have been able to do this since forever lol
wait you guys saw any towers ? i didnt see any ... i just saw naut reciving some kind of blessing from 2 shrine 32 times in a row.
Make towers ignore all shields.
Yes, taking 31 turret shots is pretty dumb, but its a full tank naut, who is getting shields from his support and jungle, and heals from his support, while the other team isnt attacking him because they are trying to position themselves to attack the ashe/syndra behind him. If they had focused the naut, even with poke, it would have been a much different video.
Maybe make them lasers again and have them deal %Hp (not max, but instead maybe current or missing) MIXED damage.
Tanks SHOULD be able to tank it for longer, and max hp true damage would make adcs be able to tank just as long (although a short amount of time) unless they also had a base damage.
With %missing mixed, tanks could still tank longer, but they would take more damage the longer they tanked, they can also keep the ramping up of turrets. Meaning late game you can still tank turrets, but unless you have 3 or 4 tanks you cant end the game without minions.
While it is true that he has a big buff on his Armour and multiple healers, 31 tower shots is a bit much to tank out.
They should make
target either ally or enemy towers. If you target an ally tower, increase their attack speed by 100% for like 6 seconds as well as still be able to deactivate enemy towers.
They wanted faster games it just sucks that this is the way they chose to do it.
I would had prefered more frequent minions waves with stronger turrets so opponent team needs to wave clear in order to protect the tower.
At this point, when a nautilus can tank a tower for 31 shots.. it's just not right.
Lets not forget that MAJORITY Of the damage he did take was not from the tower. In fact, from what I saw, the tower barely did anything. It was mostly the damage from other champions.
To be fair it's 30 minutes. However, I do think the further in towers are, they should double in power.
Nexus turrets shouldn't be so weak. I don't know how anyone can justify the towers that act as a last resort being so weak. The enemy should work way harder to end.
I think they should scale the base damage down, but make them deal true damage. This allows two things:
It allows them to stay relevant during the game.
It allows the player to know exactly how much damage they'll be taking, giving readability to diving. Sometimes a person just barely dies to that last tower shot, and seeing as every character has differing values in armor, this makes this aspect of diving more clear.
There's probably some good counterpoints as to WHY this would be bad, but just figured I'd post it.
tfw I posted this a week ago and nobody gave a fuck and was like "Towers are fine, he was fed and got healed by Nami!!1" .. :^)
poppy can tank 1000 turret shots
And Riot keeps nerfing tanks that are actually balanced (like Maokai and Poppy). We all know who the real cancer is.