An Idea to stop 5 man bot cheese

PROJECT Katarìna··50 votes·3,042 views

Allow towers to do more damage based of how many enemy champions there is around said tower in the early game like say the first 15 mins

Edit 1: Doesnt even need to be more flat damage could just add more attack speed to turrets

50 Comments

Variks the Loyal11 votes

I would say make towers 'Berserk' dependent on a certain factor, and increase their attack speed. Maybe they berserk based on the number of champions, or if a friendly champion gets CC'd under the tower, or if they take a certain amount of damage under the tower.

Mr Wright II3 votes

That's actually... A really good idea. Perhaps if 4(I'd say three then JG can't dive) champions are under tower it goes berserk. Only question is lets think about this. Mid lane sieges then? They all group up to push then suddenly the tower goes berserk and there's no creep wave to push. This would effect the overall mid game and late game tower pushes. However towers are quite bad anyways so why not!

SpecterVonBaren1 votes

Could give it a cooldown on its berserk mode and have it only target one champ with berserk before it goes on cd and returns to a normal turret.

Mr Wright II1 votes

Then it would need another form of targeting cause then I ask, which champion?

SpecterVonBaren1 votes

It would just be whoever draws turret agro first.

Mr Wright II1 votes

Then the issue, tho the tank might die in a dive. Still has the same problem. Keep in mind towers are really weak in this game. Tanks take up to 5 shots early game and still can survive with a heal/Shield (If they're naut). Tho it might help once the tank dies to melt down their team. Good ideas all around tho

Variks the Loyal1 votes

{quoted}

That's actually... A really good idea. Perhaps if 4(I'd say three then JG can't dive) champions are under tower it goes berserk. Only question is lets think about this. Mid lane sieges then? They all group up to push then suddenly the tower goes berserk and there's no creep wave to push. This would effect the overall mid game and late game tower pushes. However towers are quite bad anyways so why not!

Arguably, one of the prerequisites to 'Berserk' would involve the tower attacking a champion anyway, so the increased AS only hits diving champions.

They could code it so that it ends it's berserk (Perhaps going on a short cooldown?) when it targets a minion.

Mr Wright II1 votes

My point still stands, late game/mid game siege, they go for the dive to pick off a carry. Tower goes berserk on someone. Killing them. I do like the idea but we do gotta worry about the more late game effects (Mostly if the tower targeted your own carry IE Jinx or cait, the tower would melt them down)

Ruin Lance11 votes

that would make tower damage inconsistent and frustrating so i don't think it's a good idea.

Nami in Bush5 votes

In the first 15 minutes, tower damage is increased by 15% per enemy champion > friendly champion nearby in the last 10-20 seconds( to keep consistency ) until 15 minutes into the game

Kinda like irelia's passive but w/ increased dmg instead of reduced CC

The Yetii Rider4 votes

Soterre posted about this recently, she doesn't see a need to improve towers because you can just give it up. The solution to a four man dive bot is warding and rotation on the bot's side. If they come bot, you leave and cut through your jungle to go mid, trade towers and move on.

DJMason883 votes

But with the resistances they will be able to get bot tower really quick and could come back mid.

The Yetii Rider2 votes

{quoted}

But with the resistances they will be able to get bot tower really quick and could come back mid.

Only matters if the dive happens before five minutes. It won't.

Melledoneus4 votes

Some guy did the math and figured out that a turret can be taken down at 4 minutes. Under normal conditions. From full health.

The Yetii Rider1 votes

{quoted}

Some guy did the math and figured out that a turret can be taken down at 4 minutes. Under normal conditions. From full health.

If the team is fully coordinated and they have a Ziggs, yes. Neither of those things happen with any regularity at anything other than the highest level of play, so it's not a problem that needs to be addressed.

Melledoneus1 votes

He also proved it could be done without the Ziggs execute.

ChaoticPinecone1 votes

That guy also posted some pretty specific requirements which were needed to pull it off, like Ziggs and Master Yi getting the double kill bot pre 3 minutes. And the guy freely admitted that, "Now I'm not saying there's nothing me or my team could have done to stop it... heck, we won that game anyway."

Judging that minions dont reach the lane until around 2 minutes, that is not "normal conditions". Thats basically PvE in an empty lane. No botlane should get double-killed pre-3 minutes if they have their summoners up. Its not a normal condition - its highly abnormal. Its not impossible, but abnormal.

Melledoneus2 votes

Don't you still think it strange a turret can be taken from full HP that early?

ChaoticPinecone1 votes

From a turret-pushing comp? No.

Just like its not strange that Dragon can be taken at 2:30. Cause its such an unusual and rare strat that its rarely seen. When the 4:00 first turret becomes meta or even niche, then its a problem. As it is, we have one instance where one guy gave up a double kill pre-3 minutes and lost his turret cause the enemy had the perfect comp for it.

Dracocrash3 votes

"under normal conditions". A dead enemy team and a ziggs and yi arent normal conditions.

MonkeyMadness2 votes

While I agree with any statement that effectively says "wards win games", you have to realize that such vision control and playmaking (rotations are most definitely higher level playmaking) are utterly absent at the lower elos where this strategy is being most abused. In fact, the reason it's a problem is precisely because of the lack of playmaking potential at this level.

Blåbæret2 votes

{quoted}

While I agree with any statement that effectively says "wards win games", you have to realize that such vision control and playmaking (rotations are most definitely higher level playmaking) are utterly absent at the lower elos where this strategy is being most abused. In fact, the reason it's a problem is precisely because of the lack of playmaking potential at this level.

Yup. I'd say bronze - plat people just don't understand what to do. Trading objectives is uknown vocabulary in low elo. Usually when you see a dive bot, mid roams bot, dies, top TPs, dies, and then you FF.

SpecterVonBaren2 votes

I was diamond last season and its still present there. The issue isn't not knowing what to do but getting everyone else on your team to listen to you. Jungler could be farming in top side jungle and completely ignore your pings and chat messages saying to come mid and help push.

MonkeyMadness1 votes

Um perhaps don't insult players in the top 5% of games though...I'm plat and I most definitely understand these things.

Arakadia2 votes

That coordination can be quite difficult to pull off in low elo. Especially when alot of people ignore chat and pings.

Avios14 votes

If its also your fancy, I think Illaoi Support could help with that 2v5 botlane...

RO538UD3 votes

I got a better idea. They wanna go ham in one lane? Punish them in the other two lanes. Nothing feels worse than watching your towers fall while you can't do shit about it.

PROJECT Katarìna5 votes

First tower blood plus dragon and 2 kills for none makes it worth

Purple Death2 votes

All they need to do is mage towers do 25% magic damage. This will make tanks think twice about diving.

rtbf2216514122 votes

How about not making the most vulnerable to being melted tower to have more defense? It's hard to say top and mid always have the AD damage with the attack speed to melt towers. Didn't they like do the opposite? Like...

"Bot tower is susceptible to adcs. We have to balance this."

"Okay. Let's make it so the tower goes away faster"

"Sounds good to me!"

Dominick Destine2 votes

Bot cheese sounds like some sort of foot fermentation.

Ralanr1 votes

Or just swap bot lane tower with top or mid.

rtbf2216514124 votes

{quoted}

Or just swap bot lane tower with top or mid.

Giving it to mid would be even worse.

Ralanr1 votes

Fine. Top then! Give people a reason to actually help the top laner!

vOmvbrawfU4 votes

Or just get rid of the shitty tower in the first place lol.

Ralanr2 votes

And bring back laneswaps?

vOmvbrawfU3 votes

Sure. Also, not sure if you think putting shitty tower top lane wouldn't lead to bot lane swapping up there to take the tower quick or what lol.

Automated Riven1 votes

cause if bot switched top then the other team would just take dragon and an easier tower to boot.

rtbf2216514121 votes

{quoted}

Fine. Top then! Give people a reason to actually help the top laner!

I mean it would work better with top lane because they escape better but I digress.

SpecterVonBaren1 votes

Takes too long to get everyone top side, even if you rotate as soon as you see the enemy gangbanging bot.

HeeroTX1 votes

Make it so IF you have vision on the champ, Tier 2 tower can hit out to the back end of Tier 1s unless the Tier 1 is already destroyed. If people dive, you pull back and the divers are taking a REALLY risky chance of getting pounded rather than an easily mitigated risk against the one tower between minions and 1 or more tanks.

Pandemic Punch1 votes

Why do that when you can just pick Urgot ?

kirbyzama1 votes

I mean they established turrets in different lanes can have different effects. Why not just make the bot turret just do more damage but have less defence like it does now. Its still valuable but botching the dive would be much easier and anything less than a tank would die quickly. You could get a snowball off the dive or you could feed several kills. That's a risk that most dives don't actually have right now unless everyone was already half health. Or you coud just give it fortification again and make all fortification last till 7 min again and force people to actually play out laning phase. To many weak laners aren't being punished for it cause everyone just wants to group as fast as possible.

La Barbotte1 votes

or simply more dmg, they need to rework turrets and make them dangerous not just in the first 4 levels

BzRazor1 votes

How about use the magical item item 3361

And just back off the tower instead of staying and waiting for them to dive you. They'll only get the tower but still waste time/resources because top and mid is pushing.

Top would probably take 2 towers for that.

it be lìke that2 votes
BzRazor1 votes

I know, too much for bronze players to understand right?

Sckullzz1 votes

I really like this idea.

Blumpkin Nation1 votes

Or just make the lanes longer bot lane, push the end turrets closer together to compensate, and add an additional turret to bot lane. Why should EVERY lane have the same number of turrets with the similar stats anyway?

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