Extremely Unpopular opinion: Tower's are strong enough and should not be buffed

Malicious Metal··8 votes·643 views

There, I said it.

Towers, just like Mage itemization, are some of the most common complaints coming from the boards, and both of them are not bad by any stretch of the imagination. But mage items is a topic I don't want to go into detail for now.

I remember previous seasons where towers were "stronger" and everyone disliked it because this is an objective-based game.

Meaning if you don't see any progress with towers crumbling and you being able to push an advantage the game slows down to a crawl.

-Invincible towers will make most lanes revert to farm lanes, trying to stall it out until late game where you can push as a team, devaluing individual strength and gaining a lead over your opponent and rid him of his tower and thus remove his presence from your lane for a while.

-Towers that deal too much damage to make diving worth it has a similar effect, with tower diving and risky plays being devalued and becoming too risky to be worth it, once again making the game less about taking initiative and more about just waiting to out stat your enemy and not even bothering gaining a lead.

People always want longer games, and while I do agree to some extent, I've suffered enough through 30-40 minute long games in earlier seasons where nothing was happening and people just stalled out games, making the game extremely boring and even more frustrating when you lost it.

I like shorter games where individual skill and risk-taking is rewarded as it's a way to show off and truly display your strengths rather than boring farm fests that are not going anywhere because towers are immortal and just artificially constrict the game flow.

Taking towers feels good, it's a reward, you feel like you're getting somewhere and it really makes you feel like a valuable asset to your team plus it really makes you have to think twice about your back timing and actually have to protect your bloody objectives. https://i.imgur.com/qtnSiun.gif

15 Comments

Critmaster Garen5 votes

i dont think people are asking turrets to be invincible. but riot has given many other champions next to marksmen abilities to siege turrets better and destroy them faster. (as youll see with the new demolish rune next season that chunks the fuck out of turrets).

rift herald was also another tool to just obliterate turrets.

the fact that more champions can deal meaningful objective damage in itself is fine. but imo they still need to increase turret strength now to compensate for the fact how quickly they fall as a result.

lets not forget, we still have these longass early game death timers that they introduced 2 years ago. they only slightly reduced them past 30 minutes in a follow up patch later, which means shit when most games end AT 30 minutes or earlier.

combine this with the increased sieging capabilities of a lot of champions, and causes turrets to just fall way too quickly, which also has shortened game times and increased champion snowballing. you die in lane, you miss 2 minion waves instead of one, AND your turret, which gives your opponent even more of a gold and map control advantage.

a good game should last 35 minutes on average and is not snowbally as fuck, instead of the 25 minutes on average clown fiestas we have now. the best way to accomplish that is to make turrets more resilient and reduce early game death timers.

even if they dont want to entirely revert the death timers and cut them by 10 seconds again, at least reduce them by 5 for crying out loud.

Best princess EU2 votes

towers damage should not be buffed

however towers should not fall in one minion wave, no matter if you like farming lanes or not

they should give towers 50% damage reduction until 15 or 20 min, when more than one enemy is around

Salron2 votes

I just want bot lane tower to have the fortification buff before 5 minutes because this 5 man bot and get tower at 4:00 shit is getting fucking old

KoKoboto2 votes

Yeah thing is when you take one risk at early game and lose all your towers there isn't any skill being shown there.

http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2528641050/210736869?tab=overview https://image.prntscr.com/image/Tkfk4NvESDSo6xoH9KR2wg.png

I still remember this fucking Kled game from 3 months ago and how shit this game felt. Ignore my team.

  1. Bad trade early had to back (Started playing passive)
  2. Got ganked once died
  3. Played extremely passive but still picking up farm
  4. Get ganked again, survive but forced to back
  5. LOSE TOWER AT 7 MINUTES!?

Towers need buffs... There's no skill here. I had no fucking chance to do anything that game because first tower gold is just too huge and you just can't come back early. Lose my next tower at 10 minutes. This Renekton by no means out played me and I don't think he displayed enough skill to give him that win. All he did was out trade me ONCE and got a gank. Towers aren't and weren't the core problem behind games stalling out.

Proposed Changes:

  • increase rewards for kills

  • increase objectives toughness

  • increase rewards for objectives

  • increase cost of AD damage items (slightly)

  • revert Quinn rework / rework Quinn again

  • lower the ridiculous jungle comeback

  • lower shut down kill gold

  • lower death timers (mid game)

  • lower ambient gold gain

"Hey this isn't a TDM game broooooo". Kills are the same as objectives. Not as valuable as objectives, nor as necessary, but a valid way to help win the game.

Also bullshit like this:

https://www.youtube.com/watch?v=r45R7YQn9QY

Finally the game is so shit now that often times if your team gets an early lead one of your teammates can just afk farm... I've done this EVERY TIME I get an early lead as jungle. Just start afk farming camps. Show up to maybe every other team fight... Just HOPING that the enemy comes back a bit so that I can actually get a real game and not a shitty stomp.

Madjack012 votes

Shouldn't this be placed in memes & games?

DrCyanide2 votes

[{quoted}](name=Malicious Metal,realm=EUW,application-id=3ErqAdtq,discussion-id=aueEymA3,comment-id=,timestamp=2017-09-28T08:58:45.249+0000)

plus it really makes you have to think twice about your back timing and actually have to protect your bloody objectives.

The counter argument...

https://clips.twitch.tv/GlutenFreeSteamyRamenTheThing

When the 5 v 1 can't take objects on-par with the 2 v 0, there's something wrong with the system. Yes, Veigar stalled, but losing 4 towers, 1 inhib, and your Nexus to a single person in 16 seconds is too weak.

KoKoboto1 votes

And it's 33 minutes into the game. Towers have stupid scaling because they only scale after the next one is destroyed or by certain time things or something. First tower in lane has the most but if you destroy it early and start hitting the next towers their even easier to take down.

Penns1 votes

i want to upvote the tower part but downvote for the ap items part hehe

Malicious Metal2 votes

Don't worry, I've got something planned for AP items too.

Basically they're not weak by any stretch of the imagination, they just lack variety and proper niches like AD items do.

Salson1 votes

First they gave AP champs aa damage to towers, even if no one asked for it. Then they used that as an excuse to nerf their damage to champions.

That thing is pointless, and should be removed, along with Red Buff working on towers.

Catastrop1 votes

{quoted}

First they gave AP champs aa damage to towers, even if no one asked for it.

They didn't give us that, they just made the number visible. Champions have always done damage equal to a portion of their AP to turrets, it's just as I said, we never saw the number like we do.

Salson1 votes

V6.9

When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage

Catastrop1 votes

{quoted}

V6.9

When your ability power is more than double your bonus attack damage, your basic attacks against turrets scale with 50% ability power instead of 100% bonus attack damage

V1.0.0.72 Bonus damage to structures from ability power increased to 40% from 25%.

[slayer-jinx-catface]

I know my shit fam.

Salson1 votes

Damn, that's some ancient history.

[slayer-pantheon-thumbs]

Darkdemon6531 votes

[{quoted}](name=Malicious Metal,realm=EUW,application-id=3ErqAdtq,discussion-id=aueEymA3,comment-id=,timestamp=2017-09-28T08:58:45.249+0000) I remember previous seasons where towers were "stronger" and everyone disliked it because this is an objective-based game.

I have played and been on these forums since the day season 1 started. At no point have I ever seen even a single post complaining that towers were too strong. The complaints that did happen were of waveclear being too strong and of certain champions (such as Ziggs and Anivia) being able to indefinitely stall games with no risk and no cost.

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