Riot ... Can We Talk About Towers?

Zertryx·3/29/2018, 5:00:40 PM·50 votes·2,938 views

I feel like a lot of the problems right now in LoL with the feel of very snowball heavy games is a lot to do with the state of TOWERS. Currently getting that first tower is HUGE swing for your teams favor its global gold it gives is almost game changing, and I get it you wanted to put focus on trying to get that first tower to prevent the 2v1 lane swaps.

However as it stands right now, i feel Towers are TOO Weak, both in how much damage they do and how much damage is delt to them, Towers can basically be taken after only 1 death in lane if the jungler is right there at the time the laner dies almost and if not after 1 death surely on the second. Towers don't have very much health and or defense and it makes the fall super quick.

Another problem that towers have as well is they don't do very much damage to punish / protect players from dives. A lane thats already fallen behind a little bit who normally could just farm under tower to help catch up a little now really doesn't have that option. with the amount of power creep of champion / rune damage being Dived is all to real and typically the enemy can get away without any penalty because the towers 1: doesn't do much damage and 2: shoots very slow. getting dived by squishy champs that take a tower shot to the face and still live is not really fun, now if it is a tank or 2-3 other people diving and can split the tower agro its still not fun BUT at least that makes sense as to why they get away with the dive and im ok with something like that.

Some things i'd like to consider / discuss about ways we could make the tower game better to help prevent the snowball effect of games at the 10 minute mark / allow players to catch up or actually feel kinda safe at their tower. A few suggestions I had would be to perhaps give towers some kinda "Wukong Passive" More enemys at a tower the more defense it gains (try to slow down the jungler ganking a lane killing an enemy and IMMEDIATLY taking tower after only 1 death). As for the towers feeling weak and not even a squishy can die from it, what if the tower shot faster with more enemys around? or Allys? or perhaps it SLOWS (wouldn't have to be all towers but maybe just the first tier) and last the global gold from first tower, i think this is really only a huge problem due to how fast a tower can be taken down, if it is later i feel its not as divesting.

I'm not saying these solutions are the best or even the right way to go (hence why i want a discussion / maybe some insight from riot?) as to things that could be down to help prevent a snowball effect from bot taking tower at less than 10 minutes going mid taking that tower then top and getting a ton of global gold in less than 5 minutes with no real laning phase.

33 Comments

Risen293/29/2018, 8:42:09 PM11 votes

I also feel towers are in a bad spot and the main problem behind the state of the game.

They use to be tougher and deal more damage. Tier 2 turrets use to grant a shield to the people nearby. Tier 3 turrets use to be a constant beam of damage so it was even harder to get away with diving.

All this was good, it was funner. Especially for people who like positional and siege aspects to the game

Diving is way too easy and the sense of siege style gameplay is gone.

It's losing diversity of gameplay because of this. Too much focus has been put on roaming ganks and teamfight furballs because of these changes. Turrets don't feel like they mean anything anymore, like they have no strategic value anymore. They are just another source of gold and a checkpoint on the way to your snowball victory.

Speeedy3/29/2018, 6:21:48 PM11 votes

Things you can do to towers:

  1. health - easiest thing to increase
  2. damage - cant really change because you screw up csing; you could just make turrets do true damage like 5% true damage first shot; 10% second shot to the same target, etc
  3. attack speed - this is my biggest area as the turret attacks so slow by the time you get to the 2nd turret the damage isnt really even a threat anymore, and you have enough movement speed to only take a few shots at the most.
  4. Armor/MR - can increase but not my cup of tea unless you just do it to the outers only

I think you need some combination of the above list to make towers fearful, particularly #2 and #3.

Yordle Xayah3/29/2018, 10:40:43 PM9 votes

RiotRepertoir said he doesn't believe towers to be falling down way too fast

Now, check my time for First Tower Destroyed on this game...

I honestly and in good faith don't know how he can think that.

5050BS3/29/2018, 9:12:18 PM8 votes

Riot has said that FB turret = 70% chance that team wins.

When you die in lane and get back to a turret at 20% hps and the enemy is +2 level, there is an issue.

ZaneShadow3/29/2018, 5:05:14 PM6 votes

I’d just like towers to be tanker early. Like reduce he time it takes hem to reach max scaling by 5-10 minutes. The extra stats will probably fix the issue. Damage is fine in my opinion, and the shorter stat growth window would mean more damage for longer

Clockwork Mouse3/30/2018, 3:55:46 PM5 votes

DrMundo Hi i'm full tank Dr. Mundo. I can take about 30 tower shots and let my team do whatever they want to your team! Minions be damned! And you wonder why nobody takes item 3056

Mal the Red3/30/2018, 7:48:33 AM4 votes

Agreed. I had a Rift Herald slam into my tower... Took half it's fucking health right there.

It's not healthy.

Kadranos3/29/2018, 6:00:12 PM4 votes

I second this.

It is not only MUCH too easy to effortlessly tower dive someone(tank or not), but the tower damage itself a well as the durability of the tower is lackluster at best.

I'm supposed to feel relatively safe at my turret so that I can farm and do what I need to do when the enemy comes knocking. Sure, there are always exceptions to everything, but I really shouldn't have to live in fear of a dive at level 5 because it is THAT easy, because it is. At this point, with the way the new rune system gives tankiness as free stats, ANYONE can get away with a turret dive, succeed with a kill, and live. Make that diver a tank, and they can literally sit there at early game (Before the 10 minute mark) with ONE armor item and and some health and tank it for as long as needed for the team, and that should not happen.

Later in the game? Of course. You have tons of tank stats, health, health regen, and that's totally fine. Tank that tower for a year,buddy. More power to you! But early game? It's embarrassing honestly that that is even permissible.

OP also referenced tower health and how easily they can be shoved down, which I also agree with. One well timed gank can honestly ruin the entire lane for the laner, and severely impact his team for the rest of the early game when the turret gets taken at 7 minutes in. Sure, they should be rewarded for a great gank, but that early? Your reward should be the kill, not the kill, + denied farm, + first turret gold + instant map pressure. It's insanely detrimental, and that accompanied with the more snowbally approach happening is just a recipe for quick, unfun games.

I've played since Season 1(2010), but only started ranked play a year after, so I've been through the gamut when it comes to meta shifts, and it's REALLY bothersome to see turrets in such a dismal state.

They could definitely use some tune ups; maybe Ornn can help you guys out @ RIot?

C9 Squeeky 3/29/2018, 6:39:18 PM3 votes

Maybe they should make towers deal true dmg. Tanks with a lot of armor can tank quite a few tower shots. Even bruisers with just a bit of armor can take a few hits no problem unless they massively misplay a dive.

AmWhaleIRL3/29/2018, 9:49:54 PM3 votes

People have been making posts on towers for weeks now. Don't expect anything to change, Riot doesn't care.

aezens3/30/2018, 8:02:02 PM3 votes

they must have been made of something weak, like paper mache...or Raditz.

M00ndanc33/29/2018, 8:53:23 PM2 votes

theyer making it were red buff no longer burns towers

Zelorxon3/30/2018, 2:56:07 AM2 votes

Push the wave after lv7, right click turrets, go baron after an ace, inhibs>all.

NY643/29/2018, 11:19:24 PM1 votes

I would say the biggest problem is especially how towers do very little damage and tanks just dive into towers and sit in them like it’s no problem. I think a way to improve the towers is to make them do max health true damage to champions. That way, tanks can’t build defense to become immune to tower damage later in the game.

SleepyŹoe3/30/2018, 5:00:09 PM1 votes

welcome to todays generation of competitive players where everything is team based and people have shorter attention spans so they need to wrap up games faster. you want towers to be beefier? nope because they don't care about regular casual play and ranked play at all. [sg-ahri-3] Why i quit league until they fix this shit, but i hover the boards to see what's going on

Ultimate Deadpoo3/30/2018, 7:22:28 PM1 votes

Yeah, towers really need buffs of some kind or some form of changes, because rn they are just so squishy, and it's not as if making them tankier will slow down the game by that much, because we have three great siege tools in Baron buff, Rift Harold, and Mountain Drake, all of which would be incredibly useful and good buffs if the turrets wern't melting as fast as they already are. In my opinion the best way to fix this is to make each tower after the outer tower stronger, so Inner turrets are stronger than Outer turrets, Inhibitor turrets are stronger than outer turrets, and nexus turrets are stronger than inhibitor turrets.

HalcyonDweller3/29/2018, 10:25:57 PM1 votes

I think it should be simple enough to test a buff for towers that makes them progressively stronger or tankier the more champions are nearby. At least early on. This would prevent people from dogpiling a tower down after a single successful gank.

jocomotion3/30/2018, 8:16:18 PM1 votes