Wet paper Tower's which shoot wet paper noodles.

Spoofghoul··120 votes·3,568 views

Man these towers... Iq of - 100 they randomly puke wet paper noodles at stuff and sometimes just stand there gazing for 10 seconds how that enemy champion is attacking you right in its range meanwhile its just gazing drool dripping out fo its mouth and ?¿?¿? popping up over its head.

Meanwhile the drool is wetting the paper these thigns are made off so they get even weaker and start to spontaneouly collapse

Man you can kill and face tank towers the moment you hit lvl 6

Yea i did that with Garen

killed a full hp tower just by facetanking and trowing my sword at it. All you need is 1 minion nearby to prevent the backdoor armor Anti drool towel.

40 Comments

AquariusGine21 votes

i was spectating a game, a Zed hit lvl 6, went under tower killed Karthus and WALKED out with exhaust on him..

hopeful42 votes

Too bad that you cant hug turret anymore and scale freely to lategame, right?

The Voids Call6 votes

you don't scale freely, you sacrifice CS while sitting under turret and movement control. If you are pushing an enemy into the tower constantly it's easy to rush clear a wave, then roam to another wave or set up for a gank on the enemy jungle. The reason powerful towers are important is because it prevents the champions who have a strong early game from getting free kills and making them unstoppable by 20 minutes. They remove that prevention measure and what do you get? 15 minute games full of early game champions.

Revlak Javik8 votes

There's a balance between losing your turret to Tryndamere because you recalled at 4 minutes...

...and being 30 minutes in and killing 3 dragons and baron and not being able to take a tower, but even this can be fixed with longer respawn timers.

ShatoSummoner2 votes

Which is especially funny since Zed is in a weak spot right now

3TWarrior4 votes

he's stronger than karthus though XD

TotalJerk1 votes

To be fair, that's been happening all season.

Teemo or Feedmo1 votes

did zed ult?

Laraso11 votes

LOL

I don't think towers have ever felt this useless before in League's history. Maybe some S1 or S2 veteran could correct me if I'm wrong.

The Light5 votes

I can't speak for S1, but in S2 they were much more powerful than they are now.

Primaquarius3 votes

#PepperidgeFarmRemembers

Sightless665 votes

Were they actually stronger back then? I was just looking at their patch history, and I think they actually did less damage in season 2. They had their damage buffed in patch 3.5, and they've never actually had their damage decreased. Then they had the damage ramp-up quickened in 4.11. Their damage has only gone up. Looking back I don't think towers were actually powerful in season 2.

I think the thing that has changed is us, not the towers. We've gotten better at the game, and we've learned exactly how strong towers are and how to play around them. In season 2, everyone sucked at the game and played terribly around towers. We didn't dive when we could have, we did dive when it was a bad choice, and we fucked up on dives that should have been easy kills. As a result, we remember not getting towerdived, and people dying when they did towerdive. If we all could go back to season 2 knowing everything we know now, I think we'd find towers way weaker than they are right now.

Mathbalnase7 votes

There are also a lot more champs with powerful mobility that have been released since then. Mobility that lets you get to your target faster, and then get back out again after bursting them dead before the tower has a chance to drop more than 2 or 3 shots on you.

junglerboy164 votes

This^

If you walk around taking turret hits, it hurts, but if you dance in and out before it can switch aggro and take less than 3 shots, you're pretty much guaranteed to get out fine.

Kaeblen3 votes

It's their defense that has gotten weaker, more than their offense.

Sightless662 votes

People bitch about the towers not doing enough damage all the time. That's been a complaint for loooooong before this patch, and people have been bringing it up even more recently. OP specifically said "shoot wet paper noodles". That part just isn't true, at least not in the comparison to the past.

Aeró3 votes

You cannot just look at the damage of the towers because the whole game was in a differnt state back then. Stats were different and items were different. But as of now, turrets just feel useless. I cant go back to base without coming back to see that half my turret has been taken out by a level 5 full tank malphite.

Sightless664 votes

You cannot just look at the damage of the towers

If people are complaining about the damage of the towers "shoot wet paper noodles" or are complaining about getting towerdived like they have been complaining about for months and haven't stopped doing since this patch came out, then I absolutely can just look at tower damage and say that they're just wrong that towers used to be more powerful. They never hurt more than they do right now.

Stats were different and items were different

Stats and items were different, but not in the way you think. Armor was significantly stronger. The beginning of season 3 was actually when they majorly nerfed armor's efficiency. They've also lowered the amount of armor easily available to squishy characters. So, if you look at items and stats, it's actually only gotten better for tower damage.

I cant go back to base without coming back to see that half my turret has been taken out by a level 5 full tank malphite.

I'm on-board with complaints about towers being too squishy, but that is completely unrelated to how much they hurt. If you just make a thread about how they go down way too fast, I'll be happy to stop by and throw an upvote your way.

Battalion4 votes

Speaking from S1 , I can tell you that Turrets were a force to be reckon with. You didn't dive towers back then, unless you had a minion wave and a jungler to back you up on it, and even then you expected to go at least 1 for 1 on the play, the kicker was that you MIGHT get that half HP turret down to zero before the next minion wave came up. I'm speaking from a casual gaming experience before I got into too much ranked play, if we're talking about professional S1 players, I can't speak for them.

However, I also think our tactics have gotten significantly better from release to now. Aslo with champion buffs/nerfs also affecting the game.

TL;DR: Season 1 turrets were not solo'd by a level 6 anything. Even with my buddy item 3056 we'd stay clear of that mess.

Prozzak6 votes

League as a whole has never been this...Dota-ey (is that a good way to put it, I dunno). My point being that league has never had everyone do this much damage and ignore towers this much. It has turned into what Dota (original not 2 didn't play 2) was way back when. Everyone does insane damage and towers do not matter.

3TWarrior2 votes

except the older champions and champions that riot overlook

The Voids Call3 votes

Having played since the 2nd week out of beta, i can confirm that towers use to be walls. You had to actually siege towers, zoning and poking enemies away while doing any damage you could to the tower. After about 3-5 waves 3 people could take a tower that was being defended by 1 or 2 people (depending on their wave clear).

Though dives were rare, not only because towers hit harder, but also because champions just didn't. A fight might last 15 seconds of bashing each other's faces in. That was offset by the fact that mobility was much lower and if you got to low you wouldn't be able to run away fast enough.

junglerboy168 votes

I'll just keep suggesting this:

  • Towers should ignore 100% base armor

  • Towers should not have any other armor penetration, but deal 50% more damage than they do now

That lets tanks be tanky for their teams (but only later in the game) while making squishies actually have to use their brain before walking under tower range. Since Towers ignoring 100% base armor would be a nerf to their performance against tanks late game, they could have their base damage boosted pretty significantly, again, fixing the issue of squishies ignoring them, while allowing tanks to still have a reason to build armor.

Anidan1 votes

I know turrets need a buff, but to buff them this much would probably be a little crazy.. This would be an enormous buff for late-game champions.

junglerboy161 votes

Okay, that's fair. Instead, how about just add 50% increased starting damage, but it scales up at the same rate? That would mean late game they only deal a small fraction more damage than they do now, but early game they would be substantially stronger and less diveable.

You could do the same and have the base armor pen start lower (say 30%) and scale up to 100% as the game goes on.

With those two changes, the early damage would be moderately higher (but not so much that towers become untouchable damage machines), and late game it switches to being stronger against squishy champs in particular.

AVL Prince3 votes

ok idk about u but being smacked with a wet paper noodle always hurts me like a sonofabitch idk

Owltears3 votes

I don't know what drug you are on, but I think you need to stop sniffing/smoking Ammu's bandaids.

Nah, Gimmie somma that [slayer-pantheon-rainbows]

A Miss Fortune3 votes

Just played Nami Support with a Kog'maw vs Caitlyn and Thresh, I backed, roamed Mid, and before I even returned bot the tower was gone.

HighH11 votes

I left top lane for a bit and it got destroyed by full tank Maokai

CudyDarkyz1 votes

If it matters Maokai has the highest base AD in the game.

TurquoiseYoshi2 votes

Nowadays, an enormous outplay under tower is dealing just enough damage to kill a diving enemy with 2 turret shots, and they don't Flash out correctly.

Thats a Bingo2 votes

I'd actually rather have turrets be too weak than be too strong.

If they were strong, than people would just hide under the turret all day and rely on it too much. It'd make the game too defensive with people just being able to farm under turret all game.

Maybe turrets could hit harder, but it shouldn't be stronger to the point where risks aren't rewarded. Maybe have the turret do more damage the farther a target is. So if Zed was going to eat a tower shot and decided to flash out of range, then the tower shot will keep going with it's damage increasing and then hit Zed for major damage. It would punish the player who decides too cling to close to the turret and the player who screwed up his or her tower dive.

Inhibitor turrets could use a buff though. Holy hell is it weak lol. I'd probably bring back the slow; that's probably the only way to make it threatening again.

Shonjl3 votes

I don't think people want them to be too strong, the issue is what you actually said, risk and reward. As it is right now, there isn't no risk and there is high reward. High risk high reward makes sense, low risk low reward makes sense too, but low risk high reward or likewise high risk low reward do not belong.

Like others have said, I also had my share of games seeing and also myself doing what they said. Full tank Gnar taking not 1-2 tower shots, but like 4-5 and still walking it off. Being mid Lux and being able to dive the enemy under tower and kill them taking 1-2 shots and living....which btw Lux only starts out at like 500-600 health. So even by lvl3 you are still talking about 700 health, extremely low and even she can tower dive. And don't even get me started on people like LB or Zed that can tower dive you and escape sometimes without even taking a single shot while they 1 shot you.

The issue here is it doesn't punish enough to make the reward a risk. I can understand specialty champs like LB or Zed being great at it since they have a kit to get around towers. But for others there really is no excuse for it. Even if I am building tanky, I playing Garen shouldn't be able to literally run, not mobility creep or teleport or whatever else other champs do. Literally runs at someone under tower, take whatever they do to me as well as 2+ tower shots and escape alive and with a kill, you just shouldn't. Kicker is that they often don't barely survive either, its like having half hp or more.

I think what should be done isn't their stats, its their AI. Health or damage or armor doesn't mean anything when their AI is retarded and slow as well. Fix their AI so they can focus faster on what they are meant to do early game or even make them shoot faster if that is too hard and the problem is solved. Hell keep their dumb AI right now but add a buff that when they target a champ, they have double their AS, so they shoot faster at champs.

Taarki2 votes

Today I was playing tryndamere top lane against gnar. Since gnar is ranged I let him push the waves into my turret so I could farm without dying. By 8 minutes in my turret fell from the minion damage alone!

The Tilted King2 votes

I like the new item changes, I like the warding changes (to some extent, cause ppl actually ward now here in bronze) but these towers are sad. my team is busy trying to fight in bot lane, and tops t1 was still up so i pushed a couple waves away from our t2 turret and made the wave do a slow push. recall and join the fight for mid t2, top t1 falls almost the same time (and it was nearly full hp) maybe a couple minutes later, i made a couple picks in river near baron while kindred was trying to get her passive on scuttler. kill her and make my way to t2 top tower, hit it once, its down.

I get it to some extent, there was an issue with some people not being able to take advantage of them winning lane in lower elo's, cause they would have the lead, be it a gold/level/tower advantage and do this or that and not take their lead by force. Now instead, if you can take t1 tower, you can probably take t2 without much effort. it raises the frequency of global gold for the winning team and snowballs the entire team faster and more consistently now.

Minions are harder to kill, towers are soft and frankly..they kinda tickle now. I dont like that Riot wants shorter games, because personally some of the best/most fun games ive had were 50+ minutes long and were constant back and forths.

today...I won talon v tf, ganked quinn up top, took herald. took top tower, took mid tower on my way bot, killed a blitz heimer and udyr in bot and took tower...they just surrendured.. wasnt really fun >.>

Prospector Pete1 votes

LOL

Mister Sunglow1 votes

That analogy was hot.

t0ad51 votes

Don't worry, they are getting rid of towers next paych, because of decisions and, hmm, strategicly picking Yasuo.

Spoofghoul1 votes

Here is a suggestion for a tower buff which entirely alters the way to approach the tower game.

Why not have the remainder towers absord the destructed towers current stats.

Hell i think each line of towers should also have different sorts of difficulty/specialties.

Like the first line of towers should have thornmail armor as an item reflecting back some damage on auto attacks and having the 100 armor from it + the stats it already has.

Second line of towers should get the shield thing it had, it should give that shield at a slightly increased range and strenght. The tower should have less health 3000, and having a 500 shield. These second tier towers should also have double the armor per minute gained. If the shield breaks shields no longer generate shields on allies. After not taking damage for 3 seconds it should start charging a shield again. This tower should also have 5hp regen per second.

Inhib turrets should have 4000 hp and wardensmail as an item gaining 50 armor and slowing attackers attackspeed by 15%. Gaining the normal amount of armor per minute. These towers also get 5 hp regen. Towers keep their current laser but the slow it used to have is given back.

Nexus turrets keep their current stats and gain 10 hp regen. Their attacks now have splash, after being hit 3 times a dot is applied dealing 1 towershot worth of true damage and slowing you by 15%

Beast of Legends1 votes

Might as well put two towers in each spot instead of just so at least you'll get bogged down by the noodles.

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