[Poll] Should turrets do more damage, get more armor/MR, or be otherwise buffed?

Aír··32 votes·2,836 views

Dear League of Legends Community;

First of all, I would like to state how I have done this poll before. More than twice the people who responded agreed with the turrets being buffed in one form or another. This was before the pre-season started.

I patch up when the pre-season started, I behold the exact opposite: Riot NERFED TOWERS. 0 armor and MR. I am pretty sure they actually do less damage as well (unless that is a bug). I can melt a full hp tower as Lissandra in two waves or less and in one wave as an ADC. With the tremendous buffs to AD items, I would imagine a buff to towers to compensate, not a nerf. I am just horrified at this. I wonder if anyone else agrees and if so, exactly what kind of buffs you would propose.

I believe that the armor and MR should be reverted back to how it previously was before, but increased by 25-35% to compensate for the AD buffs. I also believe they should increase their fire rate by 50% when an enemy champion starts to take turret aggro. This will force tower dives to be more calculated and not make it so that any squishy at under half health can solo a full hp champion under the tower and get out alive... with many mistakes and failed plays in the process.

If you could provide your input and what changes you would like to see happen to towers. Because here is the thing: champions respawn, turrets don't. Having them so weak defeats their importance.

Here are clarifications on the options below:

  1. Offensive Buffs - damage increase i.e. increased firerate, aoe damage (cause some commented on this before), overall increased AD, etc. Does not have to be all of these, just one at least.
  2. Defensive Buffs - more armor and/or MR i.e. percent or flat increase of MR/Armor as the game progresses, overall increase in MR/Armor, increase in MR/Armor when champions under it or taking turret agro, etc. Other buffs not directed at armor or mr i.e. slows granted by turrets when champions take turret aggro, buffs to allied champions under it, etc. Please specify (if you can) what this buff would be in the comments. Answer only this if you do no believe it should be buffed damage-wise or MR/Armor-wise. Does not have to be all of these, just one at least.

Thank you in advance for your responses,

Airman CompSci

*these numbers are just approximations, they are subject to change depending on the results of testing on the PBE (should that ever occur)

P.S Here is the link to the previous poll in case anyone was curious:

P.S.S Proposed Ideas: Wicked Waffle -

"towers had 25%-100% splash damage (scaling from 20 minutes to 120 minutes)" or increased damage on champions (Jeddy017 ) so as to not clear waves under tower too much but to make it harder for champs to stay under them.

Vârg Vikernes -

"So early one to have the same damage at 10 minutes double damage and at 20 minutes tripple the damage (The bonus per shot remain the same but the base damage would be tripple at 20 minutes)" (IMO, perhaps have it cap at one point? Maybe at 30 min? So as to now have it be too strong, and maybe not by that much, maybe scale up to twice as much by 30 min.)

Silmaril -

"I came to the thought of giving turrets flat damage reduction, perhaps in conjunction with armor... The point is really to keep towers from falling too early, even a 10 flat damage reduction on an outer turret would reduce creep damage by over half for a while... I would rather first see buffs/tweaks to turret aggro mechanics... If tower aggro was a bit stickier in general than it is now, I think it would punish diving a lot more heavily than the current turrets without having to just straight increase their damage... [Laser turrets] need their damage just straight doubled or something."

GenghisEmo -

"Maybe after 5 turret shots max that player that tanked it to get a single kill should have died" in order to not let a tank as soon as they get one tank item be able to sit under enemy tower for 7+ tower shots.

Summonerrr 1 -

"Having a scaling % health damage that starts REALLY small and RAPIDLY increases with each shot the same champion takes would certainly help with champions that can abuse dive mechanics now...having +2%-25% total HP damage that increases by 3.833% with every shot (6 shots and you're done diving scot-free) would really help out with all the abuse cases" and "having +2%-25% total HP damage that increases by 3.833% with every shot (6 shots and you're done diving scot-free) would really help out with all the abuse cases." (IMO, I really like this. Good thought into this).

Silents429 -

"I just want the turret aggro to make more sense." Fair enough. :D

Dingding123 -

"towers have a problem of being free gold/exp for anyone that does any damage or pushing" so as to truly reduce the worth of towers proportional for how much they are worth map-wise. This makes sense.

junglerboy16 -

"They need to buff their base health pretty drastically (say an extra 1000-1500 HP)... on the Damage side of things, they should deal about 20% more damage, and instead of having % armor penetration, they should ignore 100% base armor."

facemelter710 -

"towers have + 5 armor and Mr for each ally champ in range." I really really like this one.

Jari -

"100% more damage to champions."

Spoofghoul -

"upgradable turrets... you upgrade by buying items." You may need to read the comment to understand this one better, but I really like this idea. It will add a new dynamic to the game because now you will be able to buy items for turrets to get stronger, not just for yourself.

Upvote any of the above ideas in the comments if you agree with them! Maybe then Riot will listen. I will add more when more ideas appear in the comments.

48 Comments

Teridax687 votes

Ultimately, the only difference between a turret with 1000 health and 100 armor/MR and a turret with 2000 health and 0 resistances is that the latter isn't affected by flat pen, so technically turrets should be tankier overall with their health having been more than doubled. The issue, imo, is that turret damage is super-crappy against champions, which makes early tower dives too easy to achieve and their late-game damage feel pretty irrelevant. There needs to be a way of making turrets feel strong without having them stall games for too long, something the Preseason 5 changes attempted via shields, lasers and CC, but now that most of that's been removed there isn't really a good way to buff turrets right now. They likely need more in-depth gameplay changes that would allow them to handle specific situations at the right time (i.e. early tower dives, late-game sieging, etc.) without extending games past the intended mark.

Gnart Even Close4 votes

turrets need % health damage honestly, and a faster fire rate. they also need defensive buffs. you know what other problem that would solve? ohmwreckeritem 3056

Shitsuren3 votes

% hp damage would be stupid from tank side becouse they couldn't dive. I mean i know a guy who complains about current turret dmg and his reason is "i got taken downs as mundo in 20 turret shots towers are too OP"

The Governer8 votes

You mean the thread where the OP sarcastically asked for tower nerfs?

The joke flies over your head.

Faustavian2 votes

It was a pretty funny one too. I don't know how one could miss it. item 3185 I hope this helps him.

Gnart Even Close1 votes

{quoted}

% hp damage would be stupid from tank side becouse they couldn't dive. I mean i know a guy who complains about current turret dmg and his reason is "i got taken downs as mundo in 20 turret shots towers are too OP"

i mean flat physical damage plus %health physical damage, so that way it would still hurt tanks, but would be mitigated by armor (and health for the flat portion)

Nauthes2 votes

% HP Damage would be to much. I still want the ability to tank the turret as a tank. Right now Vayne is tanking the turret and walking away fine thats a problem.

I want Mundo to be able to tank for his team but walk away crippled. Up the Flat damage of the Turrets so vayne cant dive and Mundo/Other Tanks can choose to dive at the cost of most of their hp.

Wicked Waffle2 votes

I would say that the best way to go is for defensive buffs. That is because if you buff a turret's damage, it would end up one-shotting minions, making it extremely hard to farm under tower. Making turrets last longer will result in them dealing more damage overall. However, the problem above can be mitigated if towers had 25%-100% splash damage (scaling from 20 minutes to 120 minutes).

Jeddy0171 votes

It can also be mitigated if you only buff turret damage on champions.

Woook3r5 votes

[{quoted}](name=Wicked Waffle,realm=NA,application-id=3ErqAdtq,discussion-id=cTqpLhxx,comment-id=0003,timestamp=2015-11-23T17:44:46.816+0000)

I would say that the best way to go is for defensive buffs. That is because if you buff a turret's damage, it would end up one-shotting minions, making it extremely hard to farm under tower. Making turrets last longer will result in them dealing more damage overall. However, the problem above can be mitigated if towers had 25%-100% splash damage (scaling from 20 minutes to 120 minutes).

here let me code this up for you.

if(class(target)==minion) target.hp-=X else: target.hp-=Y

problem solved.

Aír2 votes

You, my friend, at a genius.

Hyrum Graff1 votes

{quoted}

here let me code this up for you.

if(class(target)==minion) target.hp-=X else: target.hp-=Y

problem solved.

tfw you realize 3 of those lines are redundant because everything is coded as minions. kappa

Aír1 votes

Exactly.

Woook3r1 votes

[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=cTqpLhxx,comment-id=000300010001,timestamp=2015-11-24T17:13:48.570+0000)

tfw you realize 3 of those lines are redundant because everything is coded as minions. kappa

if everything were coded as minions, then we would all be miinions in the game. We are not all minions. Therefore some things are coded as something other than minonns. There might be a base class, but illaoi is not a minion.

Hyrum Graff1 votes

{quoted}

if everything were coded as minions, then we would all be miinions in the game. We are not all minions. Therefore some things are coded as something other than minonns. There might be a base class, but illaoi is not a minion.

#kappa intensifies

Woook3r1 votes

[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=cTqpLhxx,comment-id=000300010001,timestamp=2015-11-24T17:13:48.570+0000)

tfw you realize 3 of those lines are redundant because everything is coded as minions. kappa

if there is no way to differentiate between minons and champions, then how are they going to fix fervor of battle to only work against champions? How is noxian guillotine only cast-able on champions? Why doesnt Illaoi e work on minons and monsters?

i dont know how lol works, but you can differentiate if a target is a minion or a champion. I was making the point that we can just have turrets do one attack for minons and another for champions. Like maybe an aoe rocket. That way you cant stand next to the tank while they are tankiing towers. You wouldnt see as much cc lock down under tower in that case bc the tanks have to be right there in order to give the cc and the squishes doing all the dmg would die to tower due to splash.. it would at least be more difficult that mobbing a solo laner under the tower and having one person do the tanking.

TFW someone thinks they are smart enough to make a stupid reply and get away with it.

TFW someone reads enders game and thinks they belong in that universe. HA! Hyrum Graff

Hyrum Graff1 votes

{quoted}

if there is no way to differentiate between minons and champions, then how are they going to fix fervor of battle to only work against champions? How is noxian guillotine only cast-able on champions? Why doesnt Illaoi e work on minons and monsters?

i dont know how lol works, but you can differentiate if a target is a minion or a champion. I was making the point that we can just have turrets do one attack for minons and another for champions. Like maybe an aoe rocket. That way you cant stand next to the tank while they are tankiing towers. You wouldnt see as much cc lock down under tower in that case bc the tanks have to be right there in order to give the cc and the squishes doing all the dmg would die to tower due to splash.. it would at least be more difficult that mobbing a solo laner under the tower and having one person do the tanking.

I'm well aware; I'm a comp sci major myself, and more importantly I know how to use logic such as you have demonstrated above.

TFW someone thinks they are smart enough to make a stupid reply and get away with it.

TFW someone doesn't get that it was a joke.

TFW someone reads enders game and thinks they belong in that universe. HA! Hyrum Graff

Julian Delphiki was taken, so I had to settle for this. All in all I'm pretty happy with it. Funny story: I once met "Colonel Graff" in soloQ, and he was like, "So YOU'RE the reason why I have this name [instead of mine]!"

Spoofghoul2 votes

I would vote for upgradable turrets but it wasnt in the poll

Have players upgrade the damn things in game by buying items for them...

Something like blackmarket mode but then for turrets

Aír1 votes

How would you upgrade them? I would think that would prove to be a defensive and/or offensive buff (albeit, offered by the summoners playing), to the turret. At least in my opinion. It depends on what you specifically want the upgrades to do.

Spoofghoul2 votes

well i had some post on it before a while back.

But i would say you upgrade by buying items. And you buy these for an entire line of turrets , example; all outer turrets.

So if you want to buy item 1029 armor you would pay for each standing turret, meaning if all 3 outer turrets stand you pay 900 gold for that upgrade. Turrets would have their own item sets in an extra tab menu at the shop. Turret items have buildpaths. and everyone can expand on these items meaning i can buy item 1029 for 900 on all outer turrets and then someone else could upgrade all of them into item 1031 for 1500 and then the next teammate could buy more item 1029 for 900 and then someone could combine this intoitem 3075 for 3750.

These items were just as example.

But that is the general idea You have to kind of pick wether you buy stuff for your champ or for the tower. And since you buy for each standing tower in that particular line, outer turrets for example, it can become quite costly making it a team effort to get to a legendary item.

Aír1 votes

I really really like this idea. This will add a new dynamic to the game that I would certainly enjoy. Although my concern, on a different topic, might be new people that join the game. Riot might start adding a bit too much, and it might be too much to handle for new players. This is one of the reasons I cannot play any other MOBA.

Perhaps not allow the ability to buy buffs for towers until you are lvl 20? Perhaps for lvl 19 and unders, the items would be bought automatically, kind of like a bots for towers. What do you think?

Spoofghoul1 votes

Yes totally new dynamic but the concept is very simple to understand even for new players. Because just like your champion towers have inventory.

Maybe for new players there could be tutorial quests which give bonus xp on completion so they reach lvl 30 faster.

Think about stuff like build a item 3068 for one line of towers. Do this in 5 games and you gain 1000xp Same with CS or Assists or things like try to surive one game without dieing. and then get some bonus xp.

Dealth2 votes

If you actually do your history, towers are stronger than ever and Riot even buffed them again just to get you guys to shut up about it. This whole tower thing is just a band-wagon, just like complaining about how games are sooo much shorter when in reality they are the same length they have always been and Riot even said that in the latest patch notes (they said the games are a minute shorter, which is way less than what you guys are claiming)

Aír1 votes

This is a band-wagon? :O

I am sorry if I didn't notice. I usually have been the one to initiate such conversations. I apologize if it seemed that I am just following a sort of band-wagon.

Also, I have been trying to get towers buffed for a while. Perhaps this is simply due to myself being a main of roles primarily composed of ranged carries (i.e. mage, ADC, certain supports, etc.), but I constantly I would find it quite concerning. Yes, I will give it to you that turrets are stronger in regards to the reworks done to the various turrets some time ago as well as its health, yet the fact that its armor/MR has been nerfed drastically and the fact that its stats are, in ways, outdated (not scaling up defensively and offensively as new items and item changes make champions stronger than ever before. This is even more emphasized by the AD meta that has been dumped on us as well. One of the many important aspects of ADCs, in my opinion, has always been their a) sustained damage and b) their ability to siege. Mages, in my opinion, I believe were strongest in regards to their high amounts of damage for either a) high burst on one target (sometimes multiple) and usually the mobility to take out the target b) sustained/long ranged AOE damage which allows for a good chunk of magic damage to be done to many people at once (whereas ADCs can only attack one at a time [disregard Runnan's, spells, and Graves AA]). I just believe the clear importance of each role has been blurred and is starting to depart from where it used to be. It is no longer a game where every single role is extremely important for certain tasks, it is a world where that person can be replaced, and it saddens me. At least this is my opinion.

Also, I never mentioned anything about how long games are.

TLDR

I did not band-wagon, I just have always wanted to get towers buffed, or at least compensated for how everything else to siege it got buffed around it. I am sorry if I offended you somehow. I just wanted Riot to be aware of this crucial mistake made on one of the most important structures in the game.

Skia Asteri2 votes

Once the changes to minions go through, turrets should be made stronger in the absence of minions as getting them to the turrets is easier while ahead and harder to keep them away while on the back foot.

Starting with no time required for their damage to fully ramp up when no minions are present.

Phuc Dat Bich2 votes

Turrent need to have their damage scale over time

So early one to have the same damage at 10 minutes double damage and at 20 minutes tripple the damage (The bonus per shot remain the same but the base damage would be tripple at 20 minutes)

This would make turrets be balanced early one but stronger later on where they need to be

Plus they need to deal extra damage to minions atm a single wave of normal minions can take away 70% of the turret health before it get destroyed

So ether make it to get less damage from minions or to deal more damage to minions

Easy fix

Aír1 votes

I agree, tbh.

Hyrum Graff1 votes

[{quoted}](name=Vârg Vikernes,realm=EUNE,application-id=3ErqAdtq,discussion-id=cTqpLhxx,comment-id=0013,timestamp=2015-11-24T04:54:36.229+0000)

Turrent need to have their damage scale over time

So early one to have the same damage at 10 minutes double damage and at 20 minutes tripple the damage (The bonus per shot remain the same but the base damage would be tripple at 20 minutes)

This would make turrets be balanced early one but stronger later on where they need to be

Plus they need to deal extra damage to minions atm a single wave of normal minions can take away 70% of the turret health before it get destroyed

So ether make it to get less damage from minions or to deal more damage to minions

Easy fix

Strong late turrets means endless games. Not fun. Early, though..

Aír1 votes

I mean, it ends eventually. In my opinion, there is always so much that can be done especially with the different power spikes and objectives to contest. If a game when an hour I never noticed. It gave room to change throughout the game. Whereas the shorter games result in more laning phase, less teamfight phase and overall the same thing (relatively speaking to the longer games) over and over.

Do not take this the wrong way however. I am not the person who will go: "please buff towers SIMPLY to extend games." I would not want to do that to others who do not share my on the matter. But, as Riot said "It should take more than one mistake in lane to cost you your turret early on, but at their current strength, turrets often fall before the defending champions even have ultimates" (Patch 5.23 "Turrets" notes). Towers are worth more than to be a giant toothpick in the ground. Champions respawn, turrets do not.

mikemcparty1 votes

Oops, I voted wrong :(

warpenguin5551 votes

part of why they are so bad is a bug (dont remember what it was for sure now though). but even with the bug getting fixed, turrets dont matter past level 6. They are basically minions at that point

Aír1 votes

Exactly, but minions are stronger because at least they RESPAWN.

Shitsuren1 votes

T_T and first post at the time is "Riot nerf towers pls" XD

Earthlord Jazz1 votes

I voted for defensive buff, the reason being that I've spent a lot of time practicing last-hit mechanics under tower and I didn't want an offensive buff to screw with my habits. But now that I think about it, they could just make turret shots do more damage specifically to champions, I would wouldn't mind having both as long as damage to minions was the same.

junglerboy161 votes

They need to buff their base health pretty drastically (say an extra 1000-1500 HP) but leave their armor alone. Giving towers armor makes them way too durable to any unit except for a ranged ADC, and I think I can safely say nobody wants to make ADCs any more over centralized to the game than they already are.

on the Damage side of things, they should deal about 20% more damage, and instead of having % armor penetration, they should ignore 100% base armor (some of you may have heard me say this before, and the point still stands). It keeps them strong early game vs everyone (tower dives are a lot riskier if they ignore all of your armor early on), but allows an appropriately built tank to do their job late game. Now, of course tanks are kind of strong right now coughMundocoughRammuscoughcough but those guys are inevitably going to get nerfs of some sort, and having this kind of model for tower damage is healthier in the long run for everyone.

Mathbalnase1 votes

{quoted}

They need to buff their base health pretty drastically (say an extra 1000-1500 HP) but leave their armor alone. Giving towers armor makes them way too durable to any unit except for a ranged ADC, and I think I can safely say nobody wants to make ADCs any more over centralized to the game than they already are.

Given that penetration has never helped against towers, I guess I'm just wondering how resist stats on them are any different (like, at all) to straight health so long as those resists are balanced (as in, equal Armor and MR)?

Jari1 votes

I think they could make them do more damage to champions. Just buffing the damage will change how minion waves go completely, but if we make it do, say, 100% more damage to champions, then it helps defeat early dives without screwing the minions over.

facemelter7101 votes

So next patch. Towers outer and inner 1st and 2nd tier towers are going up 500 hp. So I have a suggestion for a tower buff on top of that towers have + 5 armor and Mr for each ally champ in range. This makes leaving turrets to a fast pusher still quite punishable if your roam fails. And makes it so you can defend a little better. This will go well with the new minion snowballing coming soon.

Dingding1231 votes

option 5 - None of the above; towers have a problem of being free gold/exp for anyone that does any damage or pushing.

Whenever I play Renekton or Tryndamere, I always manage to take top tower by 10 minutes, and then I have absolutely no idea what I should do with myself lol. I did it - I did the thing. Now what? Either I leave top and my turret is gonna eat my minions or I'm gonna sit at it and not help my team out whatsoever. The Herald does a ton of damage and makes the turrets' problems even worse lol. Turrets are obnoxious; I don't even think there even SHOULD be tier 1 turrets, they're so worthless. Replace them with something else, sure, but definitely not something you can kill that gives your team gold/exp.

GLS Vader1 votes

If we were to get buffs to turrets for both offensive and defensive, would that increase the length of the already incredibly long game? Or just force more teamwork? I hope for the latter, but doubt it. Too many trolls running around on the internetz. However, I did vote for both. I feel that it would just make the game a bit more demanding to work as a team. A Zilean can dream but he can't make that happen. item 3070

Silents4291 votes

I don't want either, I just want the turret aggro to make more sense. I want it to focus the guy killing me not the low damage tank that is soaking up shots, or hell on some occasions the turret is attacking minions still.

Things like this happen so much people are perceiving turrets as being weak when it just focuses the wrong targets on most occasions.

Xonra1 votes

I think the defensive nerfs were warranted in SOME ways, and I think it will work out by the start of the season....that being said, I believe there needs to be a buff to the offensive power.

I am okay with them being easier to take down,and I think it helps the flow of the game and sieging comps. I think the towers are however far too weak, and make it far too easy to tower dive (even 1 v 1, I'm not counting the 3-4 man dives). When an adc can dive to get a kill, take 2-3 shots, and still get away alive...that isn't okay. I'm not talking about a tankier champ like a bruiser, I'm not talking about someone getting help tanking for them, I mean like getting dove by say, Vayne, her take 3 shots, get out alive, and get a kill. That is when you know turrets are garbage damage wise, especially early on.

Redaga1 votes

if you dont want towers to melt down. all you need is more life and more defense.

If you increase the damage, you will making games drag on as tower hugging will be more annoying.

Summonerrr 11 votes

Having a scaling % health damage that starts REALLY small and RAPIDLY increases with each shot the same champion takes would certainly help with champions that can abuse dive mechanics now. I'm tired of a mundo or vlad hitting 6 then facetanking bot tower to feed his ADC when he should've died at 6 shots but somehow can take 10. It would really help with champions that are able to get away with getting hit hard by turrets and come back 5 seconds later. having +2%-25% total HP damage that increases by 3.833% with every shot (6 shots and you're done diving scot-free) would really help out with all the abuse cases of "You're going to die and there's nothing that stamp-shooting mailbox you're hiding under can do about it even if it throws the whole postal service at me" scenarios.

Turrets have gone from an essential game mechanic that poses a serious threat to a minor nuisance that can be played around in a plethora of different ways to make them more or less irrelevant. If the inhibitors and nexus could be assaulted without FIRST taking down all the turrets, I'm SURE we would see teams doing so.

If Riot wants to make turrets useless( which isn't OK, by the way) then just take them off the map. Stop the beating around the bush nonsense with nerfing turrets (why not just buff spellvamp, buff ohmwrecker, and buff yorick while you're at it, stop breaking your own rules riot) and either completely revamp them or fix them.

Nobody wants to see weaker turrets in laning phase. If you want to force the laning phase to be shorter and try to make the midgame more interesting for the LC$BIGPLAY$, then do it in a way that doesn't make casual or even competitive play un-fun.

On the point of resistances, towers should ideally take the fed-ness of the person attacking them into account, that way sieges are still a team effort and not the disjointed fustercluck that they are now. A great way to make sure that the enemy caitlyn can't blow up 5 towers in 4 minutes after she's 10-0 at 10 minutes would be to make them ignore a SMALL amount of incoming AUTOATTACK damage from champions that are ahead, level wise. I say autoattack because spell mechanics and such that damage towers like zigg's passive and alistar's are there for a reason, and don't need to be touched, as does the AP scaling on AA's. If a mage gets fed they're easier to deal with if they start trying to run over towers than that ashe you just made obese. Riot's already doing this with minions, so don't tell me the tech isn't there or it can't be done.

If a whole team sieges a tower then the tower will still go down fast anyway since it averages out, but when Riot's INTENTIONALLY buffing mechanics that help with sieging (zigg's passive, for instance) AND nerfing towers AND buffing minion pressure, it's obvious they want to shorten the early game at the expense of balance.

TL;DR/recap: -SCALING %Total HP damage on turrets is important -towers are now more or less weaksauce. This is not cool. -Everybody agrees the uncoolness of the tower's weaksauciness is fake and gay. pls fix -if towers need resists changed, do it in a way that doesn't flux over into everything else ever -we can all tell you don't want stall comps and long earlygames, riot, we like the LC$BIGPLAY$ too. -BUT DON'T F*** WITH OUR UMBRELLAS OF SAFETY IN LANE.

GenghisEmo1 votes

I can go for offensive buffs on champs with more hp. Not make it so they get killed way faster, but make it so there is a limit to how much they can tank. When you literally walk though mid lane and tank 7 turret shots and somehow still have 33% hp left, that seems a little too much to tank. Maybe after 5 turret shots max that player that tanked it to get a single kill should have died. And this is barely after laning phase with only one tanky item. Shoot, ive done this with Garen, Mundo, and Nasus. And when Sion was OP and used all the time, was able to do it when he was F2P, same with Naut when he was spammed in LCS XD. Now, we need to take less hits to die.

We can still dive, trust me, but it is excessive when you play in such a low elo greedy fashion and get rewarded for it XD.

Lady Hammerlock1 votes

id rather have the defence buffs so my tower doesn't lose 75%hp when they get first blood

Silmaril1 votes

I'd personally like to see buffs to both.

Defensively, we all know turrets explode way too fast, and I was thinking of some ways to fix that. Armor/MR is the obvious way, but it's not really any different than what we have now since it just gives them a different flavor of total HP, so changing that value up isn't going to really affect how fast turrets die. So I tried to think of a way they could maybe implement variable armor/mr values, like having reduced armor per enemy champ nearby so turrets would be more resilient early game, but any noticeable value would carry on to later in the game and really warp the game as much as the recent turret changes did.

Ultimately I came to the thought of giving turrets flat damage reduction, perhaps in conjunction with armor, which I think would actually go a long way towards stabilizing game times and allowing turrets to naturally scale down later in the game without having to resort to having awkward time-related stats or other weird conditions. The point is really to keep towers from falling too early, even a 10 flat damage reduction on an outer turret would reduce creep damage by over half for a while, and allowing them an organic way to fall off as champions build items and minions get stronger, plus it would . I can definitely think of some downsides (for example, pure tanks would have a really hard time taking turrets, depending on the reduction values), but I think it's an idea worth considering to help fortify towers and length the game timer a little bit.

As for offense, I'm not really convinced that turrets do too little damage, although they may. Still, I would rather first see buffs/tweaks to turret aggro mechanics. Personally, I'd like to see a turret's firing range to be a couple hundred units longer than its initial lock-on range, since a major part of what enables early dives is how easy it is for one person to just trick the turret into dropping a shot or two and spreading the damage by stepping in and out of range. If tower aggro was a bit stickier in general than it is now, I think it would punish diving a lot more heavily than the current turrets without having to just straight increase their damage, plus it's really frustrating to see the turret charge up 95% of its shot on somebody leaving at 50 HP and then just not shooting. It's not like their damage is that bad, it's just too easy to game the turrets. This doesn't go for laser turrets though, those things are fucking pathetic and have been since they were introduced, they seriously need their damage just straight doubled or something.

Woook3r1 votes

We basically only kill towers so that we can get to the inhibs and so our minions can push farther.

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