POSSIBLE TURRET CHANGES TO SUIT LEAGUE OF LEGENDS AS IT STANDS TODAY

Jungled··39 votes·2,849 views

Dear Riot and fellow Summoners,

As a way to bring a little more CHALLENGE into the game I have come up with the following ideas. Note:_ Both ideas may or may not have been already mentioned by someone else in the past without my knowledge_.

Scaling Turrets By Tier:

As it stands right now. There is an outer turret, inner turret, inhibitor turret and nexus turret. I propose that with each turret getting closer towards the Nexus, the stats of each turret increase in regards to health (therefore damage required to destroy it) and damage output (bringing back the risk factor to even TANKS in the god forsaken meta).

Scaling Inhibitor Health:

Let's be honest. It's very easy to destroy an inhibitor. For this I suggest that inhibitors have scaling health depending on the time period of the game. After 20 minutes, which is the surrender time period inhibitors will receive a 15% health increase over their current health for every 10 minutes.

Nexus Changes:

I suggest increasing the health of the Nexus but have the potential to significantly reduce the health of the Nexus for every inhibitor destroyed. This way it gives teams a bigger incentive to destroy several inhibitors instead of focusing and barrelling down the mid lane. This could even operate in the form of a 3 tier shield. For each inhibitor destroyed one tier of the shield will be disabled. When an inhibitors comes back up the shield comes back up.

Dragon and Baron Turrets: EDIT: Public opinion is in agreement this idea is bad.

Another component we could add is making the scuttle bug a temporary turret as well as the current vision ward. It would work like Azir's passive in terms of creating a temporary turret for your team. This way the incentive for having control for scuttle is increased as well and will add a whole new element to dragon and baron plays.

What is the aim of these ideas?

I believe these ideas will bring back and/or raise the need for strategy instead of sheer brute force.

Thoughts?

Please up vote and share this thread if you like and/or support any of these ideas.

35 Comments

Meªt25 votes

G + B knows balance.

Scuttlecrab shouldn't become a turret, that puts insane river pressure in the game as a whole. It would be mandatory to clear scuttle whenever it's up to have a turret that deals loads of damage, prevent ganks from happening, and have free zoning/vision.

otherwise yeah i kinda agree turrets are underwhelming

Shroom Junkie10 votes

No scuttle, everything else. And for fuck sake buff the turrets in general.

Meep Man8 votes

Not sure about Scuttle Crab, but the rest are pretty solid.

Rueian2 votes

Remove nexus turrets, make the nexus shoot 3-5 beams at targets near by (can target the same target only if alone). This would stop most backdoor opportunities.

Silents4292 votes

(bringing back the risk factor to even TANKS in the god forsaken meta).

Their was never a risk factor in it, we can say turrets could use a buff, we don't need to keep pretending they used to be menacing when they really weren't. Tower dives were easy back then as they are now, and putting more damage on the turret isn't going to prevent you from getting killed under turret.

Joquan1 votes

that's not true. Putting more damage is going to make some of the dives more likely to fail, especially if your not in coordinated play, putting more damage is gonna destroy dives in almost every elo lol

Silents4291 votes

putting more damage is gonna destroy dives in almost every elo lol

IF this was true at all, it wouldn't be a good thing at all, diving is another layer of strategy to the game, that some team comps are based around.

If turrets were to become more menacing we just up there attack speed. We don't need to add some special true damage to champions or any crap like that, just make them shoot a bit faster to prevent those dives where they escape with a minuscule amount of health, while thought out dives, and even team dives are still just as possible as before.

Joquan1 votes

Your suggestion is going to prevent early game dives to be happen less frequently and to increase the difficulty ( of something already hard to do)

Not really a good idea, it's just going to make games longer. If a player is punished for dying under their turret it's their fault for being too low.

Team dives are already hard enough to do now (early game).

Silents4292 votes

Team dives barely occur in the early game, and have always been risky as they are suppose to.

More damage is going to cripple the game flow more then increasing the attack speed of the towers, if we wanted to further smooth the flow, the attack speed of the tower should increase for every enemy near it. This balances out with the weak damage output and how fragile they end up being mid game anyway while still allowing early dives to occur just not as easily.

I'm not against diving, and I am fine with current turrets, I'm just saying if turrets needed buffs these would work best.

Pyrodinium2 votes

This is want I think of your proposed changes.

Scaling Turrets: This change basically gives a losing team the ability to retreat to increasingly stronger defensive positions, which would push the meta towards lategame team compositions. (as early advantages would be harder to capitalize on due to the stronger towers). The games would be more swingy, longer, and harder to close. What are the benefits of this approach? The game would have a slower pacing, favoring turtling and sieging strategies almost exclusively. Comebacks would be more common, of course, but as your opponent would also enjoy advanced strongholds, they would degenerate into mere stalemates rather than being true opportunities to win the game. Losing against a clearly superior opponent would be a grueling experience as they slowly tear you apart. The frustration from having the advantage in gold, items and levels and yet being unable to close the game would increase.

Scaling Inhibitor Health: Aside from scenarios in which you are trying to take an inhibitor before your enemies respawn, this change would only impact pitched battles for the inhibitor, which are not that common. What is the purpose of this specific change? Why do inhibitors need to be harder to destroy?

Nexus Changes: I actually find this mechanic interesting, but at the same time a little trivial. Let me explain: By the time the Nexus is exposed, you are almost always on the brink of losing. Supposing that your other changes are implemented, the enemy team probably has a sizable advantage over you (after all, they already broke through your strengthened defenses), and they probably can take the Nexus with only one exposed inhibitor.

River Towers: They would change the tension of taking Dragon/Baron from the monsters themselves and put it on the humble Scuttle Crab. Also, it would play foul with the game at any point when you are not contesting those objectives.

Slamurai Jack2 votes

[{quoted}](name=DW Aatrox,realm=OCE,application-id=3ErqAdtq,discussion-id=eFXXLkEo,comment-id=,timestamp=2015-09-17T16:40:24.238+0000)

Scaling Turrets By Tier:

As it stands right now. There is an outer turret, inner turret, inhibitor turret and nexus turret. I propose that with each turret getting closer towards the Nexus, the stats of each turret increase in regards to health (therefore damage required to destroy it) and damage output (bringing back the risk factor to even TANKS in the god forsaken meta).

Scaling Inhibitor Health:

Let's be honest. It's very easy to destroy an inhibitor. For this I suggest that inhibitors have scaling health depending on the time period of the game. After 20 minutes, which is the surrender time period inhibitors will receive a 15% health increase over their current health for every 10 minutes.

Nexus Changes:

I suggest increasing the health of the Nexus but have the potential to significantly reduce the health of the Nexus for every inhibitor destroyed. This way it gives teams a bigger incentive to destroy several inhibitors instead of focusing and barrelling down the mid lane. This could even operate in the form of a 3 tier shield. For each inhibitor destroyed one tier of the shield will be disabled. When an inhibitors comes back up the shield comes back up.

Teamfight comps are already extremely dominant and you want to buff them more? We need answers to when the enemy team picks a teamcomp like Sion top, Amumu jungle, Kennen mid, Nautilus support, and Sivir adc. All making turrets, inhibitors, and the Nexus stronger does is make bad rotational play less punishing and getting caught and leaving your team in a 4v5 siege scenario less punishing. The Nexus change is especially egregious because just pushing down 1 lane to try and end the game without taking side lanes is already the wrong decision 90% of the time anyway. The only times people lose the game off of only 1 inhib down are the ones where you get aced at an absolutely horrible time such as late game or when the entire enemy team is already in your base. Winning with early and mid game champs is hard enough already and all making structures stronger does is make games longer and ensure Vayne dominance forever.

Jinxish1 votes

Everything but the scuttle turret. Makes it too hard to contest dragon or baron, and just generally unnecessary.

Racks1 votes

this is why people lower than diamond should stop posting about balance and g&b should be deleted ._.

Meªt3 votes

omg its the overlord sir please can you forgive me for i have sinned by posting here

TacoTheKitten1 votes

League of legends: the game where every other champion gets true damage, but the turrets don't.

Auryiel1 votes

Make champions with a dash take 50% increased damage :D

Shénzhì1 votes
  • Deterrents: Audio, animations & effects can be effective as deterrents if done right.

  • Fortification: Counter enemy's power spike with fortifications. Turrets, Inhibitors and Nexus animate and permanently fortify when allies stay within vicinity. This fortification speeds-up with each nearby ally and can be undone by enemy hits.

What Fortification will do is secure any weakling turret and focus the champion plays. The enemy will flee to deal with champions before turrets; turret stays alive longer. This fortification may not be immune to minion damage.

  • Level Scale: Counter enemy's increasing damage output with level-scaling health after Tier 1 (ally turret HP increase as enemy level-up).

  • Predictable: All turrets made identical with same damage output and type across the map. No fancy special abilities (except these suggestions). Nexus turrets may be one big exception to being different.

Old Man Teeto1 votes

I propose Turrets be reduced in raw strength and that Tier 2 and 3 turret rewards increased to speed up games.

Additionally, I propose that turrets no longer gain additional resistances for backdoors but instead when no minions are nearby to the turrets for 5 seconds they deal quad damage, this way quick hit and run turret destroying is faster, but far more dangerous giving more rotational map play.

Pikmints1 votes

I feel like enough people have expressed their view on the Scuttle Shot being not right. I always liked the idea of having defense be relative to the amount of structures left, so I like the idea of making the Nexus harder to destroy the more inhibitors are up, despite me thinking there's no shield amount that would make enemies without Nexus turrets feel safe. Not a fan of giving Inhibitors infinitely scaling health since around 40 minutes or so death timers already make the smart play killing at least one opponent then team swarming an open inhibitor.

I feel like Riot could implement a mechanic where turrets' damage changes based on the situation. If an enemy champ were to take turret aggro due to not falling back quickly enough after the last minion dies, they take the same damage that they do now. If a champ takes aggro due to damaging a champion under tower, the tower advanced one "warming up" stage for each instance of damage the allied champion takes. The first shot would deal enhanced damage to people trying to tower dive, and dealing damage to the champ enough times quickly could cause the turret to deal full damage on it's first shot.

The Nexus turrets are also far less useful than any other turrets. If one wave at half health reaches the last line of defense, that's probably the end of the game. I like the idea of having Nexus turrets fire up to 3 shots at enemies of equal priority. If a large wave were to enter the turret's range, multiple minions would be struck each time it fired. If it were to aggro onto a champion, up to 2 other champion's in the turret's range would also be fired at until all no champions were left in the turret's range. Tower diving like this would make it impossible for a tank to keep aggro away from their allies and also make turrets able to clear away minions much faster.

One basic functionality change to turret's I think should've been implemented long ago, if a target becomes untargettable but not invincible they should still take damage from a turret shot already fired. That way people like Fizz who can become untargettable but not invincible would still take a turret shot from drawing aggro but someone using Zhonya's wouldn't.

Biffolo1 votes

So you don't want TANKS, to be able to TANK turrets?

Shonjl1 votes

There is a difference between tanking the turret and falling asleep under it. I am also someone that mains top so I am always a tank, but its kinda sad when I can literally take about 10-15 shots from the turret before fearing anything. I mean these things are meant to be your last line of defense, why are they the weakest? Like any castle, your last line of defense is usually your strongest/most desperate.

I feel there is a difference between taking a few shots for your team vs being shot at for over a minute and still being fine.

Biffolo1 votes

They are there to protect you early game, you are there to protect them after that.

Shonjl1 votes

True but even then, even a lowly minion knows how to defend itself, even at endgame if you let yourself get smacked on by a wave or 2 of minions and you can't waveclear them in a second, you notice the damage adds up fast, moreso if super minions are involved. Towers on the other hand after early game don't matter anymore since even an adc can tank them. That shouldn't be allowed.

Personally my solution would be as the game goes on, it requires less time to warm up. Takes like 2-3 shots in early game, like 1-2 mid game, by late game, they are hitting there 200-300s instantly. That can still be tanked but still adds a tiny threat back into play.

Retillin1 votes

What if, turrets put a debuff on you for .25s that prevented dash/blinks/speed up/flash/ect...? Just enough to make champions early game take that extra tower hit if they dive without that bit of extra though? (ie letting your support/tank get agro, making sure you can take 1 extra hit from tower, ect...) Now this wouldn't stop tower dives. At worst it would be 1 extra tower hit. However if you time you moves well you might not take an extra hit at all.

Pyrodinium1 votes

It would disproportionately affect champions that rely on mobility skills for things other than entering or exiting tower range.

Do you believe this would be adequate?

Retillin1 votes

Well the goal (the time could be dropped or raised I'm not married to it) is to prevent the all-ins then outs that can happen before the tower has a chance to land a single shot.

But with the way riot is reworking/chreating every champions, everyone will end up with a dash/blink/ect... So in a bit of time (who knows when) it would probably even out for everyone.

AkabaneKun1 votes

Have you ppl played TT? Go play and see the nexus tower, that's how towers should be honestly, i was playing tahm was uber fed and full tank and the tower melted me almost instantly, i could only think "wow thats how SR towers should be not that joke lazer thing that barely does anything.

Biffolo1 votes

Except that's only like that to compensate for there being only one.

AkabaneKun1 votes

{quoted}

Except that's only like that to compensate for there being only one.

Ofc there is only one it's 3vs3 not 5vs5.

Biffolo1 votes

It's there to simulate similar strength with reduced defense. So they just made the one turret much stronger.

Kennith Nepomuck1 votes

If I remember right, RIOT needed turrets back in 5.14 because they saw that games where lasting longer than they wanted. I kind of agree with RIOT and I wouldn't want turrets to be buffed.

Sagee Prime1 votes

Both the Nexus changes and the turret power based on tier ideas sound great to me. This adds more strategic choices when it comes to taking the Nexus and dealing with towers.

BigPooStorm1 votes

No turrets are fine. The only thing I think they should change is the baron buff on minions. Right now as it stands the melee minions are way too tanky, and when the enemy team gets the baron buff and siege, it's way too easy for them to take turrets, even if you have great wave clear.

BlkGolem1 votes

The thing is that champion power has to be balanced with objectives better. As it stands, LoL is a team game, but not necessarily in that objectives are how you win, and most objectives are generally not hard to take down with one player. (granted there are minions as well) While this isn't the case when the enemy team is opposing said objective, objectives are just too weak in league right now for how important they are. Some people debate dragon's usefulness, and while I can understand that, it doesn't make sense to me that some champions can solo dragon before 10 minutes, even though it is recognized as a global objective that teams should play around. I don't care about the fact that one team should have paid attention, the impact for single champions vs objectives just seems far too powerful imo in a game where you win by destroying said objectives, and yet rely on teamwork to get to that point. There don't have to be huge changes, but yeah towers and objectives in general should be stronger.

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