Please stop whining about turrets.

ThePartyLeader·12/15/2016, 2:26:54 PM·4 votes·711 views

Ok. This is not a tower defense game. Towers are not in this game to prevent you or anyone else from losing, they are not here to kill your opponent's, and they definitely are not here to stop you from getting killed.

They are here to provide side advantage to the opposing teams. Instead of a fountain laser they are closer to skarner crystals.

Now why you ask is it this way? Summoners rift has a set ideal time length. Towers strength is used to control the pace of the game so that most games are in that ballpark so that champions can be balanced around that game length and gold amount.

Now if you make towers weak you do it to shorten game length because late game champions are to strong or early game champions are to weak. If you make them stronger it's because you need to lengthen the game since early game champions are to strong and late game champions never get to late game.

Now if you get 3 man dove early and die. Not your turrets fault because it's too weak and doesn't Janna ult for you. It's your damn fault for not having vision and being greedy for cs.

When it's 20 minutes into the game and you win a teamfight and take some turrets with the man advantage you have. It's not because turrets are to weak. It's because you have to be able to take turrets at that point in the game or early game champions become unplayable and late game champions always will get to full build.

When super minions take your nexus it's not because your towers are to weak. It's because you didn't respect that minion pressure is in the game to create man advantages. You are suppose to have to have someone defend when your inhibitor is down. That's the point. If not there would be no need for them.

There are some points where you could argue that games are to short or long so riot could tweak towers to fix the game length. There are rarely points where towers need to be tweaked because they don't kill champions fast enough.

6 Comments

Avienal12/15/2016, 3:09:32 PM2 votes

{quoted}

Ok. This is not a tower defense game. Towers are not in this game to prevent you or anyone else from losing, they are not here to kill your opponent's, and they definitely are not here to stop you from getting killed.

They are here to provide side advantage to the opposing teams. Instead of a fountain laser they are closer to skarner crystals.

Now why you ask is it this way? Summoners rift has a set ideal time length. Towers strength is used to control the pace of the game so that most games are in that ballpark so that champions can be balanced around that game length and gold amount.

Now if you make towers weak you do it to shorten game length because late game champions are to strong or early game champions are to weak. If you make them stronger it's because you need to lengthen the game since early game champions are to strong and late game champions never get to late game.

Now if you get 3 man dove early and die. Not your turrets fault because it's too weak and doesn't Janna ult for you. It's your damn fault for not having vision and being greedy for cs.

When it's 20 minutes into the game and you win a teamfight and take some turrets with the man advantage you have. It's not because turrets are to weak. It's because you have to be able to take turrets at that point in the game or early game champions become unplayable and late game champions always will get to full build.

When super minions take your nexus it's not because your towers are to weak. It's because you didn't respect that minion pressure is in the game to create man advantages. You are suppose to have to have someone defend when your inhibitor is down. That's the point. If not there would be no need for them.

There are some points where you could argue that games are to short or long so riot could tweak towers to fix the game length. There are rarely points where towers need to be tweaked because they don't kill champions fast enough.

In my opinion Turrets still need some major tweaks to reduce the occurrence of Early to Early-Mid game 'tower diving because we have a tank who can take the shots' type of mind'set really needs to be squashed a bit. I've literally had moments where a enemy team with a tankie top laner or tankie support would constantly rush under the turret to high CC me and the latter case the ADC gets away with a EZ kill even when i was at full health running around the turret while the tank support took 3 to 4 turret shots to the face and barely took any damage at all. Same too where a ADC could ignore taking 1 or 2 shots just to dive under a tower to finish off a squishie champion While for top lane its a easy same situation as finish off the enemy cause i built item 3071 and item 3742 or a similar sort so i don't give a f if i take 4 tower shots to the face.

At that point at times i feel like turret shots need to also oppressive LeeSin and Nocturne yolo tower diving because even those can be annoying. It would be nice if say an opponent who got hit by a turret shot has summoner spells disabled and also dealt bonus hp % damage to make tank divers less of a thing and not have them affectively just butt twerking the tower as they take multiple shots while the rest of their team could melt a turret with 1 to 2 people when its nearly at full health too.

Granted, Towers are not suppose to be 'tower defense' mechanics, but at the same time they need to deny an enemy team for shenanigans like 'quick killing a champion under the turret.', Because it would be more nice if a lane fight was able to be more on equal ground and not just be EZ snowball walling for one side and your jungler friend is too busy focusing on one particular lane then wanting to come and help you because they are too scared of specifically cheap champions.

[slayer-jinx-unamused]

S0kaX12/15/2016, 3:27:04 PM1 votes

So I shall lose my turret in min 5 just cause a camouflaged jungler that can't be seen by control ward came and destroyed his enemies?