Tower damage trending, but the community is right so far.

AR URF··1 votes·265 views

If I'm not mistaken the weak towers are a problem right now. I was going to try to start playing and possibly main Gangplank, but it seems like all I can get is at the most item 3078 item 1001 item 3031 if we last that long. Gang plank still seems weak until you get item 3087 with that. I've had no luck because games are too quick.

2 Comments

SamBunzly1 votes

Riot seems to have either not enough time to properly address towers, or they seem to be pushing for games to end quickly. As it stands now, towers fall way too quickly. Prior to the preseason, the first tower fell around 15 minutes on average. Now, i'm lucky if a tower lasts while I back. Especially now that there's a rune that allows tanks with naturally high health (Cho, Mundo, etc) to damage towers really fast. It's becoming an increasingly annoying trend of getting a double kill on bot lane, having the top laner with that rune tp down, and get that first turret within 10 minutes. After this, the game snowballs down, generally ending around the 20 minute mark. I can literally COUNT the number of games I've had that lasted more than 25 minutes on my hands. This is a problem, but personally I believe riot will address it when they have time. Right now they need to focus on the more pertinent matters, like overall damage being stupidly broken, and which runes are unbalanced and which are (I've only seen maybe 3 people take Inspiration Keystone for anything but Kleptomancy)

AR URF1 votes

{quoted}

Riot seems to have either not enough time to properly address towers, or they seem to be pushing for games to end quickly. As it stands now, towers fall way too quickly. Prior to the preseason, the first tower fell around 15 minutes on average. Now, i'm lucky if a tower lasts while I back. Especially now that there's a rune that allows tanks with naturally high health (Cho, Mundo, etc) to damage towers really fast. It's becoming an increasingly annoying trend of getting a double kill on bot lane, having the top laner with that rune tp down, and get that first turret within 10 minutes. After this, the game snowballs down, generally ending around the 20 minute mark. I can literally COUNT the number of games I've had that lasted more than 25 minutes on my hands. This is a problem, but personally I believe riot will address it when they have time. Right now they need to focus on the more pertinent matters, like overall damage being stupidly broken, and which runes are unbalanced and which are (I've only seen maybe 3 people take Inspiration Keystone for anything but Kleptomanc

For me the first tower goes down at 10 minutes. At 15 minutes all the tier 1 towers are down and possibly a tier 2 tower. At 20 minutes they have our inhibs or vice versa. At 25 minutes the game is either won or we surrendered at 20 minutes. I don't like it being this fast. League is one of those games where you don't go "well i have 30 minutes till I have to leave for work because there is usually a chance(probably about 20% I'd say) of the game going till 40 minutes. And the latter is usually the result of both teams being even in kills/cs and it's just a matter of who wins the last team fight. Late game champs are dreading it and come on. Who wants to see Yasuo played every round? I play Yasuo quite a bit, but that's because I'm confident in my skills to play him.

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