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I think towers need a buff

KingPontus··95 votes·3,023 views

I have been feeling as if towers are way to easy to just tolerate and not having any drawback when under them. I think they should do a lot more damage and punish people that go underneath them. Not have the tanks who just can sit under a tower and tank it the entire time its being taken. They should actually be a threat and not seem like a pebble is being thrown at champions in my opinion.

51 Comments

Fed by Snu Snu34 votes

I love being dived at level 5. Makes you feel in control of the game, you know.

Ben Sharpio5 votes

when i dive you level 5 while you have full health and die, to give give you double buff, i feel in control of the game

Fed by Snu Snu1 votes

[{quoted}](name=l Sion Bot l,realm=NA,application-id=3ErqAdtq,discussion-id=eEAp62ET,comment-id=00010000,timestamp=2017-04-30T00:25:36.636+0000)

when i dive you level 5 while you have full health and die, to give give you double buff, i feel in control of the game

Yes please!

Terchio15 votes

My opinion, towers need item 3085 bolts, so that tanks can still tank the bulk of the damage, but towers still feel like they have some threat. I shouldn't be that scared for my life after a single trade makes a dive against me nearly impossible to outplay. If you can 1v1 me, okay, I'll let the outplay commence, but 2v1 or higher is just silly right now.

50000000000000004 votes

I think just general AoE might be more effective than having Runaan's bolts. It means the diving team has to keep some distance away from the tank, which makes the dive that much more difficult. Alternatively, I think slowing tower shots might also be a solution.

Terchio1 votes

I disagree. The hardest dives to defer are already ones where the damage champion is a huge distance from the tank, lighting you up while generally staying out of range of allowing you to focus him and blow him up. I'm not sure how to make it completely unabusable, but I feel that Runaan effect will give at least a little more potential range than AoE, giving the defending champion a chance more often, at least by dragging the two together to burst the shrimpy guy. Might get the sticky-ass tank to consider not sticking so hard occasionally, too, for the sake of his pal.

05310 votes

Only on champions though, because having that effect would REALLY fuck up farming under tower.

SSShutTheDuckUp6 votes

Irelia not for everybody

Troll for Trump7 votes

They do less dmg than AD soraka, but are less tanky too

BALDG1VEN BOOMER6 votes

They should bring back laser turrets, with the upcoming tank update getting more resistance it only makes sense that they should still at least have to think about diving rather than going in and coming out with less than 70% health.

Riot honestly says they're listening but that's a fucking joke, remember when before S6 even began you had the occasional threads asking for turret buffs, then they gave their player base the biggest "fuck you" message ever when they decided to low their health and their resistance to zero. If they're truly listening then they'd buff turrets long time ago but turrets have been wet toilet paper for the longest while and it would only make sense to amp their damage and maybe give a little more health or resistance. I mean I love seiging turrets as Nami some times by myself and also even easier with a baron buff lol.

I'm not salty but I just tell it like it is.

QuickenedBlade6 votes

make it shred armor % make the damage ramp up do less base damage

this will hurt tanks more and stay the same for squishies

wow I love using my brain to balance a fucking video game

ˉˉˉˉˉˉ5 votes

Ah yes, let's just COMPLETELY REMOVE THE PURPOSE OF THEFUCKING TANKS

EvanThomas7 votes

The purpose of tanks is to soak damage in teamfights...

Mira Arya Enthe12 votes

The purpose of tanks is to provide initiation, crowd control, AoE damage threat and peel for their team in skirmishes and team fights. Not to tank towers.

SirLapse1 votes

Actually League is the only game that's based around stronger turrets up until the midgame. They still pose an active threat when your team isn't capable of sieging and you'll see in games like DoTA2 where the CARRIES can facetank turrets for days to get their job done due to eventual base stat scaling.

Either way it's pretty stupid to say that tanks shouldn't be able to tank just anything, since the purpose of a tank in league is already niche and unappreciated by the community at large despite the strengths that you bring to the team for assistance. After all, solo queue is solo queue.

Hinagiku332 votes

I'm pretty sure the reason ranged Agility carries in DOTA 2 can face-tank turrets is because Agility gives Armor as well as Attack Speed (and Attack Damage for Agility heroes). When your primary stat gives Attack Damage and Armor at the same time you get face-tanking carries.

Meanwhile DOTA 2 doesn't really have "Tanks" the way League does because tanky melee heroes are Strength heroes, and Strength gives Health and Health regen, but not Armor or Spell Resistance to actually mitigate the damage they take. So they have Fighters that have higher Health and lower Armor and Ranged Carries that have higher Armor and lower Health, meaning nobody really gets tanky unless they buys items with lots of both at the expense of Damage and useful actives.

Anidan1 votes

As a DotA2 player: yeah, you're pretty much correct. That's something people forget, or don't know, is that while the squishies in DotA2 are always squishy against burst, AGI carries can become pretty resilient to physical damage (special shout-out to Anti-Mage who gets to be resilient to both magic and physical damage by buying Abyssal Blade, being an AGI carry, and having a magic resist passive). It's the INT carries that actually have to worry being all kinds of flimsy, but to make up for that they tend to have pretty high damage and/or CC baseline.

SirLapse2 votes

Lethality has taught us pretty well that reducing the armor of any squishy target will still be super effective in every regard and always hurts the player who builds less armor. Everyone uses armor in this game, not just the tanks. Not everyone builds a tank item however.

But nice try on your solution. It sounds smart if you completely ignore what Lethality did to the game. If it's bonus armor ignore (which affects tanks more) then you're just boosting tower dive potential by squishies.

Not to mention that it already shreds 30% armor and is just seen as "ineffective on tanks" who have over 3000 HP typically.

50000000000000003 votes

%armor penetration is very different from flat armor penetration. % armor penetration is more powerful against high armor targets (Last Whisper provides minimal benefit against squishies), but flat armor penetration is more powerful against low armor targets (Ghostblade isn't as good as Black Cleaver against tanks). I still agree it's a bad solution, but lowering base damage and adding % armor penetration can maintain damage to squishies while increasing damage against tanks.

HP stackers would benefit heavily from this change, and since HP stackers are generally fighters and not tanks, this would mean fighters will be able to dive better than tanks. Which makes no sense, because fighters are already better at diving early game, while tanks need their teammates to dive. If we're talking about early dives, we need it to be stronger against squishy champions with blinks and invulnerability frames that can avoid tower damage, not just tanks. Tanks aren't the ones diving and killing you over and over, it's the assassins and skirmishers with high burst.

SirLapse2 votes

As long as champions have HP and armor in any regard and minions still need to be killed systematically through the idea of AD, there is no way to balance what you're talking about. If you overbuff towers then you drastically slow game pace down and increase the overall potential of hypercarries who benefit the most due to weaker early games.

Every change that involves making towers stronger will greatly influence a certain set of champions in a positive way, it doesn't change that tower dives are an important dynamic and will still happen when the opponent has a lead and doesn't need to take too many shots.

50000000000000001 votes

Towers can be set to do a certain % damage to minions. That's pretty much how their scalings are tuned right now. And since minions have no armor, we don't have to worry about armor pen affecting minions. Alternatively minion HP can be reduced along with tower AD, but that's probably a bad idea.

SirLapse1 votes

I'm more or less talking about if the tower for some reasons focuses on a cannon minion, you can easily time things out and not worry about the consequences because towers simply are not designed to oneshot you. You'd hurt game feel by a lot already by making the damage deceptively dissimilar to what it does to minions (% HP wise, and as things stand it is pretty accurate as to how much HP you'll lose on champions with decent base stats).

Still doesn't change my point about hyper carries either. We saw Vayne flourish in S5 due to the really slow game time and you don't see her as often these days despite "tank meta" because games don't all last that long.

50000000000000001 votes

Maybe we'll get one of those metas where games last forever from stronger towers. They feel way too weak now though. You shouldn't lose a tower from one early gank. Haven't seen too many dives recently to say anything about the current offensive capabilities of turrets, though. I usually don't take too many risks, pick tanks, or just generally pick someone who isn't a strong laner. Heck, I just haven't been playing that much.

nice table1 votes

yeah lets nerf the least popular class in the entire game :^)

Jericho Azariah3 votes

can they make certain towers possess their own unique trait like how they had it before?

God of Seas3 votes

No! You'll ruin my 35 tower shots tank by hecarim just for the bm after a dive.

nwtfrutalkinabt2 votes

feel like u shouldnt be able to dive a tower at all

HazyCloud72 votes

Agree, I think they should add a small amount of % max HP true damage so they don't become invisible to any champion with any semblance of armor/health purchased.

MagicFlyingLlama1 votes

Tryndamere

Pls.

AwesomeGuyDj1 votes

Honestly, i think purely increasing the base damage on first shot and making the damage the tower does each shot scale faster (every shot does more dmg than the last), is all thats really needed.

Tribbles Foxfolk1 votes

Honestly, tower A.I. needs a total do-over. It's pathetic how easy it is to lose the tower aggro mid-dive and escape unpunished. With a better AI on board, the towers could then start to see numbers changes.

Nasuss1 votes

No pls don't buff towers , then whats the purpose of me living anyway? Nasus woof

Quinnova1 votes

that's good, you can now happily sit under your tower and get stacks all day without fear.

50000000000000001 votes

But you're not supposed to push Nasus under tower... He can farm the safest there. Unless we're talking AP Nasus, in which case you need to push as hard as you can.

ÈvilMorty1 votes

The inner towers in twisted tree line is what we need

Rıots Bad Client1 votes

what about a system, where If you're under turret And an enemy champion enters the area, You will be granted a shield of 100ish(i'd say NO scaling, because the only purpose is to keep early dives at bay. )

This can be stacked to 5 times for the amount of enemy champions enter the location when you're in it. SO it's extremely possible to Dive, just more risky.

let me guys know, IF this is the possibility. OR just give turrets more stats type deal.

**Thinking about it, Overall. THIS will not solve anything or just will break something. An example would be you're are Nasus and you're farming. Riven enters turret and then leave. (This can either put the shield on CD, or will pop your bubble and will be granted once she reenters.

SO with that said. lets go with it make hypothetical scenario

scenario 1: Riven leaves your area putting the bubble on cd, she then just goes back in when the shield is down and just kills you. Scenario 2: Riven enters the area giving a shileld, she goes all in. The jung enters the location and then leaves and enters and then leaves. possibly saving your life. **

So with that said, IT would need to be a shield that is granted OVER time rather than instantly.

Tldr; Shield is granted to you over time, Shield is Larger the more enemy champions are in the turret area.

50000000000000001 votes

So somewhat like the old inner turret shields that got removed?

Violet Fields1 votes

Towers should deal increasing % true damage not flat true damage. Sion with 7000 health walks up to one and spams that shield every 6 seconds.

Support Position1 votes

Truly they need to gain armour and mr when only ONE champion is attacking it (massive amounts. Make split pushing not as strong AT ALL.)

And if minions are not under it it should do 1k true damage each shot. Divers need to stop.

EDIT: These amounts are "unrealistic" just using them as base. But the true damage kinda isn't.

idontgiveabother1 votes

Maybe %max hp or something along the lines of that. Doesn't negate tanks defenses but it still makes it a substantial enough threat you don't assume the inevitable 4 man dive is around the corner. Maybe even splash damage? That could help eliminate the impending army going to gangbang you under the tower. Just some suggestions but could help.

Karfuss1 votes

Make the projectile instant, like the fountain lasers, and have them switch targets to whoever last hit you.

A tanky jungler hitting you once, then standing at the maximum range of the turret, while the enemy laner(s) does as they please is an utter joke.

Aimléss1 votes

It needs to have some kind of armor shred, It's fine if tanks take less damage, but they are tanking them way too damn hard.

Mokuto Bunshi1 votes

....You want league to have longer matches? No please.

]'[

Mody bird1 votes

Towers were a threat a long time ago in LoL

games are ALOT shorter than they were before

Mokuto Bunshi1 votes

How about more dmg, less health?

Crede7771 votes

Strong towers leads to a stale early game. And a stale early game is bad for LC$.

QaznGod1 votes

MY DREAM : Towers target the lowest health champion/ no aggro switching. Dives would take more skill if our turrets would attack the lower health champion. When 3 people dive you it just targets whoever is hitting you I believe. If it would simply hit the lowest health option then we would be much more safe

Vexed Hex1 votes

How about towers get abilities like that one game mode from a while back. Except they are ai controlled instead of player controlled. Or something at least interesting. Just flat out buff is kinda of boring. I want something interesting.

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