Do turrets need a defensive buff? (POLL)

FireDrizzle··62 votes·3,130 views

Turrets are far too easy too destroy now and I think this is the biggest reason matches snowball out of control now. Even when the enemy don't have baron, mountain drake, they just melt before you can blink. I would rather this was fixed than having to surrender matches at 15 minutes. This needs to get some attention, people are only talking about lethality now. Vote please so Riot can see what we think.

66 Comments

JustJayson9 votes

Increasing armor or something on turrets is a bad idea. Every game would go to 60min. You are suppose to defend your turrets for a reason

Musiicy23 votes

Agreed, but to be honest, turrets nowadays are ONLY an objective that gives gold, map pressure, and obviously is required to win the game.

Personally, it took me time to realize that this is actually a good thing, that they have become so much more fragile through the last season. Riot's goal (and they made it clear themselves) is to push people toward working hard on getting towers thanks to appropriate teamwork, which makes sense considering this is the actual way of winning a League of Legends game.

Now, what feels pretty bad about turrets is, that they are no longer the safe area they used to be. With tanks and assassins at their strongest, and/or roaming champions, + likeliness of two summoner 12 in one team, dives have become a very usual practice, and are definitely too easy to pull out imo.

Obviously I'm mentionning dives between the 5th and 15th minute, sure it makes sense that it gets easier as game goes on and ppl buy items / group together. But so early in the game ... really, this feels pretty bad. Problem is, scaling champions are at their lowest performance, atm they are simply not worth picking anymore. Lethality doesn't help, and without surprise, we end up with 100% botlanes of this kind: Varus Jhin MissFortune | Brand Velkoz Zyra

As an ADC main, and a huge fan of traditional marksmen such as Jinx, Ashe or Twitch, I seriously wished that turrets were the safe place they used to be. It has come to the point where I'm running 4.5% lifesteal runes, 18/0/12 masteries with Warlord's, Runic Armor etc, so that I get the chance to farm and scale, even when pressured hard by champions like those 6 listed above.

Still, it's been now over half and a year of 4-man dives bot, before minute ten, EVERY SINGLE GAME. A fine alternative for me would be to give back OFFENSIVE POWER to turrets, so that even a group of 4 champions has to play CLOSE TO PERFECTLY, to pull out a successful dive. On the flipside, laners should have a chance to fight back an ennemy dive ... This is not the case at all, even CCs, sustain AND summoners together often happen to be unsufficient to react. The only option left is to ward defensively the jungle to anticipate ganks very early, and then ... leave the tower for the ennemies. And this seriously feels bad.


TL;DR:

  • Fragile turrets is fine, it makes player focus harder on objectives
  • Dives are too common, too easy to pull of early, and have no counterplay besides anticipating them far ahead, which still leads to leaving the tower free for the ennemies.
  • In conclusion, maybe give some OFFENSIVE power back to turrets, especially in the early game, and/or any other buff that would make laners feel more safe under them. This is also what they are originally meant to be.
DunkinNoobs1 votes

{quoted}

  • Dives are too common, too easy to pull of early, and have no counterplay besides anticipating them far ahead, which still leads to leaving the tower free for the ennemies.
  • In conclusion, maybe give some OFFENSIVE power back to turrets, especially in the early game, and/or any other buff that would make laners feel more safe under them. This is also what they are originally meant to be.

There is none to give back. Towers are literally the strongest they've ever been damage wise: they ramp up faster than they used to, acquire targets faster, can't be completely dropped during a 2v1 dive by going untargetable, and don't have their damage ramp up reset by switching targets. Turret damage has literally gotten nothing but buffs since their inception; the glorious past of godlike towers that people seem to remember never existed. The only time towers have ever done more damage is when the inhib and nexus towers shot lazers, and even then, the damage was only sometimes better. But you've never been safer under your first tower than you are right now.

Moetaro1 votes

Lol?

NO.

DunkinNoobs1 votes

Deny the facts all you want; towers have gotten nothing but damage buffs since season 1. Go on the wiki and check for yourself.

50000000000000001 votes

Damage creep? Towers do more damage than towers did before, but in comparison to champions, their damage is significantly weaker.

Asayake 5150glow2 votes

{quoted}

Agreed, but to be honest, turrets nowadays are ONLY an objective that gives gold, map pressure, and obviously is required to win the game.

Personally, it took me time to realize that this is actually a good thing, that they have become so much more fragile through the last season. Riot's goal (and they made it clear themselves) is to push people toward working hard on getting towers thanks to appropriate teamwork, which makes sense considering this is the actual way of winning a League of Legends game.

Now, what feels pretty bad about turrets is, that they are no longer the safe area they used to be. With tanks and assassins at their strongest, and/or roaming champions, + likeliness of two summoner 12 in one team, dives have become a very usual practice, and are definitely too easy to pull out imo.

Obviously I'm mentionning dives between the 5th and 15th minute, sure it makes sense that it gets easier as game goes on and ppl buy items / group together. But so early in the game ... really, this feels pretty bad. Problem is, scaling champions are at their lowest performance, atm they are simply not worth picking anymore. Lethality doesn't help, and without surprise, we end up with 100% botlanes of this kind: Varus Jhin MissFortune | Brand Velkoz Zyra

As an ADC main, and a huge fan of traditional marksmen such as Jinx, Ashe or Twitch, I seriously wished that turrets were the safe place they used to be. It has come to the point where I'm running 4.5% lifesteal runes, 18/0/12 masteries with Warlord's, Runic Armor etc, so that I get the chance to farm and scale, even when pressured hard by champions like those 6 listed above.

Still, it's been now over half and a year of 4-man dives bot, before minute ten, EVERY SINGLE GAME. A fine alternative for me would be to give back OFFENSIVE POWER to turrets, so that even a group of 4 champions has to play CLOSE TO PERFECTLY, to pull out a successful dive. On the flipside, laners should have a chance to fight back an ennemy dive ... This is not the case at all, even CCs, sustain AND summoners together often happen to be unsufficient to react. The only option left is to ward defensively the jungle to anticipate ganks very early, and then ... leave the tower for the ennemies. And this seriously feels bad.


TL;DR:

  • Fragile turrets is fine, it makes player focus harder on objectives
  • Dives are too common, too easy to pull of early, and have no counterplay besides anticipating them far ahead, which still leads to leaving the tower free for the ennemies.
  • In conclusion, maybe give some OFFENSIVE power back to turrets, especially in the early game, and/or any other buff that would make laners feel more safe under them. This is also what they are originally meant to be.

Btw, run Vet Scars if you're scared of dives. You have to heal >600 health between backs to break even, and the extra 50 max health also means a bigger pool to lifesteal into (imagine, lvl 1, get hit by an auto, take 60 damage, now you have 500 life, down from 560, and if you have time you can heal back all of it. Now without Vet scars, you have 510 health, take 60 damage, now you have 550 health. You have time to heal up 60 damage, so Runic armor isn't helping, and not having 50 extra HP to heal is definitely hurting, so you'll be spending time not lifestealing anything and while you're at 100% health, being at lower health.)

More importantly, 50 extra health is a lot better against being 100-0'd, which is what usually happens in a dive.

TeCoolMage1 votes

resistances increase the worth of each point of HP you heal. As long as you're under 100% health it's fine, whether you're 500/560 or 440/500

50000000000000001 votes

Runic armor (T3 Resolve) increases healing by up to 8%. I think you might be thinking of Unyielding (T1 Resolve), which grants up to 5% bonus resists.

RoMz1 votes

The towers aren't supposed to protect you. You are supposed to protect them.

Limrick4 votes

Not until mid-late game. Early game your turrets are your "safe havens", and a Hecarim can kill you under its "protection" and get off scot free. Turrets should definitely be next to useless later in the game, but when you get dove from full health at 10 minutes and the enemy team gets away without losing even half of their health, there's a fucking problem.

50000000000000001 votes

If we're talking about Hecarim dives, I think it's a Hecarim issue, not a turret issue. His movement speed is so high that he takes few turret shots and can get out of range easily. If towers were strong enough to discourage Hecarims from diving as often, then that'd mean it'll be even harder for others to dive.

Limrick1 votes

Is that a bad thing? In my opinion, dives should be extremely rare until around 15-20 minutes, and even then they should be risky. Now every game has at least one 4v2 dive bot lane with none of the 4 taking damage.

RoMz1 votes

Towers were really never that great people just got a lot smarter/better. If you are getting dove early into the game you either misplayed or the enemy made a good calculated move onto you with good juggling. Solo queue doesn't understand this but towers are by far the most important objective opens up the map. Also on the Hec example.. its Hec thats what he does. He ghosts in dives into you (with shield from CoC) he is literally a diver.

Limrick1 votes

3v2 dives at 5 minutes aren't because of "good play", it's because everything in the game has ramped up to 11, and towers are still lagging behind.

RoMz2 votes

I mean if you don't think something like this was because of good play then you are just lost bro. And this was 3 years ago lol

Limrick1 votes

Sorry, I should have specified that I meant the ridiculous dives where nobody on the aggressor side is in any danger of losing anyone. Not a literal pro play that almost resulted in 2 deaths for them.

Cosmic Warper8 votes

I'd rather increase tower damage to champions. Tower dives are way too easy even early game

Critmaster Garen6 votes

is it turrets getting destroyed too fast, or is it those retarded ass early game death timers that snowball games too fast?

thinking about it, they never actually reverted that change. imo its part of the reason why you can die in your lane to a gank, and the enemy jungler and laner have enough time to take your turret at the 5 minute mark until youre respawned and walked all the way back.

FioraWillCarry5 votes

Yes. I approve this message. When you have an asshole team that feeds and lose turrets, you need to be able to stall to have a chance to carry. But these rubbish teams keep losing their inhibs before 20 minutes. Turrets really need a buff so garbage can be carried once again like in season 5.

Aimléss1 votes

Lmfao!

hopeful44 votes

This may shock you, but the reason that you cant carry and are stuck in bronze is because you are bad and not because of the turrets

Spoofghoul4 votes

turrets need item 3022 item 3083 item 3071 item 3085 item 3091 item 3075

SIMONSAYSWIN3 votes

games crazy now .. you lose a few team fights games over enemy in the base .. comon riot .. fix this @#$ .. you cant mount a come back at all

Szadek of Dimir1 votes

{quoted}

games crazy now .. you lose a few team fights games over enemy in the base .. comon riot .. fix this @#$ .. you cant mount a come back at all

By the team fight phase each fight should be significant. Typically first fight loses whatever outer turrets are still standing, second loses a baron, followed by the remaining inner turrets, third loses at least 1 inhib, at which point the next baron is hard to contest and the game ends. This sounds perfectly reasonable to me. If you break this chain of events at any point a comeback is very possible, so I have no idea what you mean.

Snowplosion2 votes

I put yes, but I'd rather see an offensive buff so they can kill minions faster and punish bad dives harder.

Pierce The Veal1 votes

{quoted}

Turrets are far too easy too destroy now and I think this is the biggest reason matches snowball out of control now. Even when the enemy don't have baron, mountain drake, they just melt before you can blink. I would rather this was fixed than having to surrender matches at 15 minutes. This needs to get some attention, people are only talking about lethality now. Vote please so Riot can see what we think.

What if we gave them health regen? Like, a LOT of health regen.

FireDrizzle1 votes

{quoted}

What if we gave them health regen? Like, a LOT of health regen.

Getting a turret <5% but dying before the capture would be very tilting then wouldnt it?

Szadek of Dimir1 votes

{quoted}

Getting a turret <5% but dying before the capture would be very tilting then wouldnt it?

Maybe something akin to Tahm Kench grey health? that way it doesn't make a single push harder, but they are more resistant to getting chunked hard on a poorly timed back wouldn't mean it was guaranteed to die on the next push

Pierce The Veal1 votes

{quoted}

Getting a turret <5% but dying before the capture would be very tilting then wouldnt it?

Make it after a while? Make it not regen for 20 seconds.

PhoenixOfHeaven1 votes

Here's a cool idea...... Some people want more armor on turrets. Some don't. How do you go in the middle?

Make it extra armor, based on how many Allied champs are in turret range. Now you have a good reason to defend them. Your presence alone would make the turret harder to defeat.

PhoenixOfHeaven1 votes

Now players are rewarded for defending turrets. And pay for ignoring them.

Dealth2 votes

suddenly everyone splitpushes

xelaker1 votes

just make em hit champs harder, not minions, not summoned stuff, just champs

VelvetCrotch1 votes

Heck, there is even a mastery with turret-synergy out there but currently almost useless...

Bladerunner77771 votes

This is ludicrous

OFC the entire boards is going to agree to ANYTHING that stretches games to 50 minutes for some unknown reason. Did you really expect this poll to be anything but a hivemind-circlejerk-cesspool-terminal illness?

I guess I shouldn't be getting too upset because Riot doesn't listen to these boards the majority of the time (fortunately). Enjoy your echo chamber

Dealth1 votes

They want to be unable to lose games.

Glîtchy1 votes

Along with that, make nexus and inhib turrets the laser beam again, if not though, just make them deal more damage faster.

EDIT: also they need a buff because Ziggs is the ONLY one who can use an ability that can instantly destroy turrets if the turret HP reaches a certain number or lower.

yung swisher1 votes

{quoted}

Turrets are far too easy too destroy now and I think this is the biggest reason matches snowball out of control now. Even when the enemy don&#039;t have baron, mountain drake, they just melt before you can blink. I would rather this was fixed than having to surrender matches at 15 minutes. This needs to get some attention, people are only talking about lethality now. Vote please so Riot can see what we think.

No, removing the ability to towerdive botlane at 6 minutes won't solve the problem of almost every champion in the game oneshotting the adc After 4+ patches, Riot refuses to address the problem that everybody does way too much damage, tanks are too tanky, itemization for ADC sucks, tanks scale way too hard, lethality probably isn't nerfed enough, and powercreep still isn't being dealt with. They nerf maokai's e initial damage but leave the rest of his kit? Camille still has every damage steroid in the game left in her kit after 4 patches. She has a 62% banrate after 4 entire patches of her being relatively untouched.

The fact that you think turrets need a defensive buff is a CLEAR indication of power creep, but Riot's more interested in making assassins than balancing core mechanics.

DragonShea1 votes

If I can win my lane right after I kill my opponent and then merc the enemy tower then that is not cool.

Standgrounding1 votes

Make turrets stun a champion.

Problem solved(hidden buff to Olaf tho)

DarkSunSovereign1 votes

They need a damage buff, which in turn will make them more defensible. Not a defensive buff, which will just make ADCs more necessary.

VoraciousX1 votes

I don't think turrets need a defensive buff. I DO think they need an offensive one however. Tower diving is so easy now unless you're tower diving someone you shouldn't that someone who actually builds tanky can tank 10 shots with little to no health lost, whereas someone who builds squishy can still tank 2-3 without losing much.

Apple tater1 votes

legit saw an eve in all random urf where after one aa the nexus tower was at half fucking hp O.O

EvanThomas1 votes

Ziggs

BatchBustsMeta1 votes

They need an offensive buff. I remember wjen I played toplane and didnt have to worry about getting tower dove at level 2. Those were good times.

SailorOdessa1 votes

They should also do MORE DMG TO ALL CHAMPS.

Lord Galvatron1 votes

Or they can give us back the laser turrets and buff the other turrets damage so they don't shoot cotton balls when you have 100 armor and 2k hp. I have tanked both Nexus turrets so my ADC and I can win without minions so many times now with barebones tank stats that it's not even funny. Riot made a huge mistake removing those lazers.

Raven Redeemed1 votes

I just want the laser turrets back. They gave the losing team a bit of a comeback mechanic that was not oppressive to the winning team. Cleared the waves a bit faster and made it more dangerous to dive the base (which is the attacking team's choice) not necessarily because they did more damage, but because they switched agro with perfect efficiency.

pew pew

junglerboy161 votes

I'd prefer they got a major offensive buff instead, since then they would still die if undefended, but serve to protect laners better from dives.

Also means that the enemy team actually needs a solid tank to make it through a dive instead of just some agile assassin types.

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