The tower lasers need to be brought back.

Atuko·10/1/2017, 9:21:19 AM·101 votes·2,467 views

Honestly, it's time. Playing League of Snowball is starting to get old.

The tower lasers at least allowed for some protection against dives, didn't allow tanks to tank 31 tower shots (not an exaggeration), slowed the target being hit with the laser and (if correct) reduced the targets damage, and offer some room for trying to farm back up when behind so you can get back into the game,

Some of that is really what the game needs right now.

41 Comments

ModAcademy Kayn10/1/2017, 4:53:51 PM8 votes

Just saying, but the Naut survived entirely because of the Nami.

Rıots Bad Client10/1/2017, 4:24:12 PM6 votes

What was the reason for the removal in the first place?

GrievousFetus10/1/2017, 4:28:09 PM5 votes

Just make inhib turrets able to shoot two champs simultaneously.

Festive Bear10/1/2017, 5:39:45 PM5 votes

If anything we need to make towers protectors, not just points of death (you retreat under it, try and play around it but it's the same as if you were caught out in the jungle). Maybe have the lasers brought back, and inhib turrets target 2 targets, but targetting only 1 deals double damage. Whilst nexus turrets can target 5 targets, but targetting 1 target deals 10x damage. So you are severely punished for diving nexus towers

Injured by Words10/1/2017, 6:23:51 PM5 votes

Towers are so trivial in this game. successful dives regularly happen at levels 1-3 and it just gets worse later in the game when this does happen. This game is too long on FPS and too short on RTS in many cases.

Marshbouy10/1/2017, 4:32:09 PM4 votes

Wow that was a ridiculous video to watch.

TheHappyReaperz10/1/2017, 7:35:10 PM3 votes

Tower lasers, that ramped up their damage over time, protected you from divers. I'm sure they did.

Fear the Kayn10/2/2017, 4:23:27 AM2 votes

Just make turrets do % max health damage.

Acheron1610/2/2017, 12:46:11 PM1 votes

What we need is for tower shots to get "warmed up" quicker (2 tower shots instead of 3) and for them to start dealing TRUE DAMAGE when warmed up. I don't care if you're a tank or a squishy, no one should tank more than 6 tower shots without giving a fuck. If you STILL want to tank that many shots you need to invest heavily into HP, not just armor.

Malcha10/2/2017, 1:29:26 PM1 votes

I mean sure but they either need to nerf rebound exp or buff turrets, not both. It's bad enough that it's so easy to catch up from a hard early game loss already. Why make it easier?

Knalxz10/2/2017, 1:42:04 PM1 votes

Remember when people said the lasers where useless? I remember a guy who said something along the lines of.

"You'll miss them when they're gone."

FutureCreator10/1/2017, 6:56:06 PM1 votes

Give towers TT damage, but Summoner's Rift tankiness.

Jackom110/1/2017, 7:45:06 PM1 votes

Yorick doesn't like that. The lasers would destroy his minions in a couple seconds.

Is it so hard to make towers' shots hit harder? They one-shot small summons (plants, mistwalkers, voidlings) instantly anyway, but since they're slow they still let such minions do their job of pushing the lane. That also applies to inner turrets.

XDDD10/1/2017, 11:09:05 PM1 votes

Splitpushing was straight up impossible since a waveclear tank could hold a splitter under inhib tower just by aoe clearing waves, building defense, and relying on the laser to bail them out from being dove even if they were like 3 levels under.

Splitting is still nowhere near as powerful as it was S3 with the addition of baron recall, auto-homeguard post 20, and a million ways to catch up in XP without actually doing anything. This was literally the reason why they took it out; they explicitly stated it.

Honestly I don't like tanks or heavy snowballing any more than the rest of you, but if you couple a laser tower with a waveclear mid and a tank to stop a splitpush (since splitting is how you deal with antisiege champs like Anivia Ziggs ) then the meta isn't gonna be any less cancerous.

Game's also not as snowbally as you would think. If you take an inhibitor at the wrong time (no objective on opposite side of map coming up within 5 min), then you just denied yourself a full lane of farm for 5 minutes and gave a literal fuckton of gold and exp to the enemy team. I've lost and won several games through comebacks because of this mistake alone.

SwiftKitten8810/2/2017, 12:31:57 AM1 votes

they dont need lasers.. they need to do true damage and/or % max hp damage

that's the only way to fix them

The DrBonjigollo10/2/2017, 6:02:49 AM1 votes

What if, along with the damage ramp up, turrets would get an attack speed ramp too? Secondary thought: at max or half damage ramp, turrets would do true damage?

Thee Pie Man10/2/2017, 6:11:44 AM1 votes

I wonder if the turrets could just aggro-reset instead. Where after a few seconds they switch to a relevant target attacking the champion under turret. Which would make squishies and tanks have to play more of a dance around it instead of simply tanking all of it. They should still be able to do their job as tanks but if they want to take the damage then the squishies have to either stay out of the fight during the aggro reset for a quick dive or the tank will have to reengage with the enemy during that change. . . It's kind of a hard balance to strike but you want the tanks to have the purpose of being tanky. Dives should be possible, but not without potential loss. I think the idea is if the enemy can tank that many shots in the first place.

You might want to surrender; he had 3 armor items (including tabi.) Farmed up more than the enemy ADC. That should speak for itself in my opinion.

KVbqbFsC8e10/2/2017, 6:39:26 AM1 votes

That wouldn't actually do anything to stop snowballing.