What if turrets slowed champions on hit?

Ramen226··43 votes·2,011 views

It would discourage dives. Require cleaner multi-man dives so the person who tanks aggro doesn't die when they try to leave.

What I really want to see though is champions who normally harass champions in lane all game be more susceptible to getting all in'd after they tank a turret shot. As in Caitlin tries to auto you under turret but tanks a shot, slowed enough for the enemy sivir to attempt an all in.

The key would make it so it doesn't slow by a lot but for a long duration so they're almost perma slowed under turret.

36 Comments

nm101022 votes

We used to have this in season 5 I think. Inhibitor towers slowed and fired as a beam that did a ton of damage, I loved that fucking tower.

Ramen2263 votes

I remember those but i dont remember them slowing.

nm10108 votes

They lost it patch 5.12 before being completely removed in season 6. Here is a picture of the change log.

https://i.gyazo.com/e5d6af6a1e24c4fb72e1bb82aa6f6932.png

zero3563 votes

That feel when the CC they tried was so weak you forgot they even tried it

nm10101 votes

It was actually pretty good, that was why it was removed in the mid season.

DeusVult1 votes

They didnt really do a "ton" of damage, but the slow meant that you were under tower for a lot longer if you were going for a dive. Also, at one point the beam towers (inhib/nexus) reduced the damage that you dealt while being shot by it, making it so ADC/assassins werent as likely to just dive you

nm10101 votes

They ignored ~90% of your armor and ramped up to something like 2.5x damage.

BALDG1VEN BOOMER18 votes

Or we can just bring back the laser turrets

One352 votes

Yeah. Turrets are fine design-wise, it's just the numbers that need to be tweaked. There's no need to introduce new and complicating mechanics when turrets can be fixed by just increasing their damage and HP.

Blue Moon Wolf11 votes

I'd honestly expect that to just end up rewarding champs who have abilities that can get around the slow (like blinks, dashes, immunity) while punishing others who don't have any of those or even just a ms boosting ability as those tend to be countered by slows.

Death Rex1 votes

oi, where did u get ur icon?

Blue Moon Wolf1 votes

https://na.merch.riotgames.com/en/radiant-wukong-figure.html

Comes with the figure in the merch store

Dokueki Kenshin6 votes

I think turrets should simply do two of these three things:

1.) Deal more damage.

2.) Ignore a percentage of armor.

3.) Have increased attack speed.

SpaghettiVase4 votes

Pretty sure they already ignore a percentage of armor it's just that the early shot damage is only really threatening to anyone pre-level 3

nami tf4 votes

Make turret autos ground for a duration equal to half the turret's attack speed.

Azure Hamster3 votes

The forts and keeps in HotS slow on hit (both movement and attack speed). Interesting idea, but I'm not sure it's suited to LoL. In HotS, turrets shoot minions as long as they are in range. So you have to go under a turret alone to get the affect; in that game it's to preven heroes soloing turrets without assistance from either minions, mercs, or other heroes.

Caitlyn

xelaker1 votes

HotS is a pretty different game though man. The turrets also have ammo, there are 2, and they defend an even bigger turret. Not to mention the lack of items so heroes don't come back to lane hitting 3x as fast

Poske3 votes

YES MORE MELEE HATE

FK No to this change

SlashStriker3 votes

What if turrets slowed champions on hit?

As in Caitlin tries to auto you under turret but tanks a shot, slowed enough for the enemy sivir to attempt an all in.

So what's the exact problem here? Cait is able to take too much damage from turrets or Cait does too much damage?

Instead of that how about we buff turret damage so only tanky champions are able to tank turret shots?

Devilreaper XIII2 votes

those beam towers were abused to hell .-. lets not get them back :/

instead of slows they should just up the damage.... so you would be safe behind minions only when in turret territory!

GentlemanGhidora3 votes

I loved old Galio with laser turrets. Infinite tanking since you could heal forever off them. But yes, grossly abused.

Robert Smith1 votes

MasterYi: Slows?

Provengreil1 votes

Nothing would happen because of mobility creep.

Critmaster Garen1 votes

it would punish slow champions more than mobile champions.

that lee sin who dashes around the place with his w and q doesnt give much of a shit that hes slowed.

Blackstone011 votes

I'd like to see the damage ramp at least scale exponentially (up to a cap) so the first hit isn't bad, but tanking for several seconds fucking hurts, on top of the ramped damage remaining when target is switched.

Critmaster Garen1 votes

{quoted}

I'd like to see the damage ramp at least scale exponentially (up to a cap) so the first hit isn't bad, but tanking for several seconds fucking hurts, on top of the ramped damage remaining when target is switched.

no, wtf. all these suggestions are terrible and hit entirely the wrong champions.

do you think those mobile champions who dive you at lvl 2 give much of a shit that the damage ramps up infinitely? they only take 1 or 2 shots on a turret dive anyway, or they dive in and out of the turret and reset aggro every time.

tanks and bruisers need 3 items until they can seriously tank a turret. at that point they should be able to tank them.

what they really need to do is make the damage of those turrets frontloaded and get rid of the heat up mechanic entirely, so the first 2 or 3 shots already deal full damage instead of doing jackshit.

cringemaster381 votes

But then no more MasterYi's diving :(

Bârd1 votes

This wouldn't effect Yi.

He doesn't get slowed.

cringemaster381 votes

i try to tower dive pre 6 for some kills to snowball from

Kai Guy1 votes

Wouldn't that just help ranged champions more? I feel that they would be safer under their turrets from melees and they would also be safer to poke enemy's hiding behind their towers.

Veltox1 votes

How about we just give turrets %damage increase against champions scaling with level so they actually hurt in mid-late game.

Sire Hippington1 votes

Good idea on first sight, but if you think about it it's a pretty bad idea. A slow on towers would punish melees far more than rangeds, they could be kited below the tower easily and getting out from deep under the tower would be near impossible, atleast for those without high mobillity. Highly mobile champs like Zed or ekko would barly give a damn, and ranged champs might be punishable if they get hit, but only if you have the fighting power to all-in them, else the slow will hardly affect them.

But mostly, it would destroy beuisers/fighters. Towerdiveing for them would become near impossible, and towerdiveing is their main near condition as they lack any siegeing power to break through a turtle. Their only option to push an adantage is to bruteforce it, which often means you have to dive that tower. In worlds one could easily see that melee heavy teams can get early advantages and win the fights, but then have massive issues at closeing out the game cause frontal engageing under the inhip towers is already an huge problem, and at some point the ranged damage outscales them or they get over eager and get punished hard for a dive.

I think what towers need is more protection for people below them, and i mean direct protection rather than threat vs opponents(and they need to be more tanky or damage overall needs to go down, especially later on they are just walk by objectives for damage heavy comps if none protects them) Takeing reduced damage under towers, maybe even increased vs sources from outside tower range, would help alot, mittigateing harras and makeing dives more risky as it's ahrder to take you down.

dominusx1 votes

I was thinking this exact thing last night while taking a d--p holy shit.

Azazel Aerternum1 votes

They should just be given a passive called 'Lethal Damage'

Turret shots pierce through any and all shields (through Locket, etc.), apply mortal wounds, and deal scaling % max health true damage.

Oh no Cho'Gath is trying to tower dive, 10% max HP true damage, 20% max HP true damage, 35% max HP true damage ====> 40000000000000 HP Cho'Gath has been slain after only a couple more shots.

Towers should be impactful, they should hurt like hell to try and tower dive, it's a tower, why exactly would it be so weak. Make the game have some strategy to it again, and make it so that improper rotations punish you very hard.

In addition, base-tower armor should be reduced, however for every allied player nearby, that armor should increase. With 1 player, it would be even to where it is now, with two it would be slightly stronger. A tower with 5 people guarding it would have extremely high resistances.

Why would this work? Split pushing would become far more potent and powerful. A team that doesn't react to an enemy splitpusher would find their towers toppling, whereas a team who opted out of having a splitpusher would struggle to as easily take their towers (as typically they have a much, much greater teamfight presence as a result; i.e. Tryndamere vs Galio).

Of course this isn't a perfect solution, but it would work far better than the current system in which you can pretty much just ignore the towers. I know as Riven I intentionally trade the enemy under their tower, and just shield the tower's retort. The tower deals no damage to me b/c of my shield, and I'm getting the enemy lower and lower until I hit 6 or get my ult up, and just faceroll them.

As Ornn I just slapped the enemy Olaf around all match, taking tower shots whenever he was stupid enough to try and go for a minion, as my shield would absorb all of it's damage and I'd chunk him out. It was honestly kind of ridiculous.

[sg-soraka]

i cant move wtf1 votes

What if turrets attacked the enemy nexus for us? What if Garen could spin and instantly kill every champion he touches? Then this game would finally be balanced.

Mighty Mortein1 votes

I miss the Laser turrets. I feel as if they actually did damage.

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