What if towers got increased stats based on how many allied champions are near it?
Call it 'fortification' or something. Tower AD, attack speed, and armor/magic resist are increased by X for each nearby ally champion.
Call it 'fortification' or something. Tower AD, attack speed, and armor/magic resist are increased by X for each nearby ally champion.
For what purpose?? To make the only viable strategy split-pushing?
Nah.
It'll just be an artificial steroid, like the passive shield the T2 turrets gave. Similarly to how everyone crowded to it for shields and the siege would last for an eternity, everyone would just camp the turrets and bottleneck any potential push. As if anything outside the EU LCS wasn't a snoozefest already, imagine the teams now sitting under turrets all game.
And that would also require swift in the turret stats, to balance the fact that they could get extremely powerfull when the entire team is under them. That means turrets would be weaker when alone, and glorified babysitters when champions are near them.
You also seem to forget what's the role of turrets in this game: they are not there to craddle you throughout the match, they are the very match's objectives. They are meant to be taken out, like chess pieces, not babysit you all game.
Man sounds like we should make this a summoner spell or something ( ͡° ͜ʖ ͡°)
This could possibly help fix the boring lcs games
Why do we need to buff towers? They're supposed to be weak late game.
[{quoted}](name=scrying orbs,realm=NA,application-id=3ErqAdtq,discussion-id=hTQbN9kb,comment-id=0009,timestamp=2016-02-02T01:53:51.995+0000)
Why do we need to buff towers? They're supposed to be weak late game.
The minion changes to push harder if you're winning is what he's talking about. The buff to the towers would make it so they'd balance out.
They're weak early game, too, now.
I'd like anything at all to help the towers. I took a break from the game, and since my return, the towers have all the effect of a paper mache volcano. They look impressive, but once one person dies, they tend to melt pretty fast. I've been in far far too many games where they ace my team and then the entire team proceeds to knock down all 3 mid lane towers up to the Inhibitor before anyone can even revive. That just seems wrong to me.
I feel like people who upvote topics like this just don't think through the implications. What would happen if towers were buffed like this?
Sieges would become near-impossible. Towerdives would become near-impossible. There would be no reason to actually fight in the game as teams could stall forever.
Your team could be up 10k gold and the you still couldn't push the enemy team's towers unless you have Nasus/Tryndamere to splitpush take towers WHILE being beat on by the enemy.
what if towers did something useful other than*[zombie-brand-mindblown]* steal your CS?
good keep the towers weak i dont want to have long ass games i want games taht are done in 20 mins
Actually I think it should be the opposite should happen (more or less)
(EX: if you had 3 allies around a tower while 4 enemies, the debuff will act as if there is only 1 enemy champion and no ally.)
That way there isn't a whole lot of stalling and you don't lose your outer tower just because you had to back 5 minutes into the game.
it'd certainly help make the "you're supposed to defend towers late game" more possible. I can't tell you how kinda boring it is to just back to back 4 person or ace a team under towers to win the game with
because I ult in and take chip damage from the tower while my team just cleans up.
Don't even really have to be fed either. A similar tale with Sion and Alistar since they also have strong AOE engage and can tank pitiful towers for days after 2 or 3 items
[{quoted}](name=TIE Fighter lol,realm=NA,application-id=3ErqAdtq,discussion-id=hTQbN9kb,comment-id=,timestamp=2016-02-01T18:41:46.464+0000)
Call it 'fortification' or something. Tower AD, attack speed, and armor/magic resist are increased by X for each nearby ally champion.
There's a solid idea for "Fortification" already in DotA 2: All STRUCTURES become immune to damage for 3 seconds. This can be used by anyone on the team and it's on a 5 minute cooldown. Its cooldown automatically refreshes when any Tier 1 Tower falls, even if one has fallen already.
I think League could borrow at least the IDEA of global anti-siege from DotA 2. Trying to stop split-pushes in League's current state is almost impossible because of the lack of any methods of going to a lane without Teleport (which kinda sucks if you aren't a toplaner or immobile artillery like Xerath) or backing and hoping for homeguards to kick in.
In DotA 2 taking down the inhib equivalent is a really big deal and unless the team that did it was behind when it happened the game usually ends. In league you can comeback from an inhib down even if you are behind.
I think that's fair enough. Only for 3 team members and up, otherwise CS under tower is off.
It leaves the team losing in an even worse spot though. You'd have to ace multiple times to achieve a comeback. Lets say you steal baron, then they could sit 5 man under a tower you can't siege against. Or you get a pick on a player who was roaming, so they sit under tower waiting for them to respawn because you can't siege it. Although it sounds like a good idea, I think it would only make coming back into a game even harder than it currently is. There would need to be a compensation only for the losing team, which would essentially cancel itself out from how it currently sits. The best solution is to change the minions back to normal and be done with it.
That's not the way to make towers not suck ass again. That's the way to make them suck ass in the opposite direction - where you fucking hate them for it.
Where are the people tha would say "The turret isn't supposed to protect you, you're supposed to protect the turret."?
Have a great idea to fix shoddy turrets and all of a sudden people don't want turrets to be capable of doing anything.
Different people want different things. Beyond that, this would effectively just be a band-aid solution that encouraged behavior that a different camp of players find loathsome, that being split-pushing.
It's important to remember that over-buffing towers would be a large buff to late-game champions, just as weak towers are very beneficial to early-game champions, so changing the towers by itself can change the dynamic of the game.
If we nerf sieges (what this buff would be most effective against) then we bring about a split-push heavy strategy and largely push sieging out, changing the types of champions that would be most useful with this change.
Sieges right now are barely sieges. It's a walkabout. If even 3 enemy champions are on top of the inhibitor turret, you can expect it to go down within the next couple minutes. It's that easy to dive and destroy.
No, not all of these buffs.
They should increase damage to champions, but their problems with minions and being taken too quickly shouldn't be fixed this way as it would encourage split pushing way too much.
Increasing damage to champions and decreasing their damage on hit would be pretty great as it would discourage completely ignoring towers as a fed champ to instantly kill a behind champion.
In pro play, yes. In dynamic queue no. Maybe if it only happened for the first 20 minutes or something. That might work
Have you noticed that tower diving is so easy now,low risk due to champions overbuffed kits and reworks....Team who gets ahead and wins in tower diving wins game imediately after that.Its ridiculous...
I ain't feeling this notion. It'd just make defense campy as shit.