If turrets are gonna be worth a bazillion gold can they at least be less awful?

xelaker·9/11/2019, 6:16:30 PM·58 votes·16,418 views

Maybe every X attacks it gains attack speed for a little bit, or if it hasn't seen combat for awhile it gets a small shield until 10 minutes in. . Maybe make the nexus turrets more scary than an angry squirrel or make the nexus turrets do a aoe pulse something akin to rammus' ult when there aren't champs around. I don't know, but right now turrets might as well be little piles of gold that you click for quick cash. And before you go on about 6 hour long games, do ya'll honestly not have 15 minute or 60 minute games because one side surrenders or the winning team can't pull their heads together and win already?

46 Comments

The thigh guy9/11/2019, 6:45:15 PM26 votes

Turrets just need their ai fixed and Range increased.

The number of times I’ve just sat under my turret behind and had the enemy just hail-marrying shit at me while my turret sit there like “IM CONFIDENT MELEE MINION IS THE PROBLEM!” Is more than unsettling.

Inkling Commando9/11/2019, 6:30:24 PM11 votes

at this point every turret should be a Clash of Clans Inferno Tower. small damage at first but longer it attacks it will eventually crank up the damage and if it still attacking after that crank it up even farther. that way enemies have to retreat before it melts them. will certainly make games not so one sided cause the tower got eaten before 15 minutes.

The Kombinator9/12/2019, 6:36:26 AM7 votes

One of my often suggestion is that turrets at least until plates end should give a protective shield to friendly champions in range.

  1. You could minion farm even against hard counter.
  2. Harder dive.
  3. Less pressure on jungler to solve these.
blacknerdtaku9/11/2019, 9:44:22 PM5 votes

i prefered the 40-50 min long games. new games end too quick but the game is so massive that it always feels like a stomp.

Linna Excel9/11/2019, 7:07:15 PM5 votes

Remembers seeing a video of nasus without minions around tanking shots and soloing multiple towers

I think it'd help if at least the outer turrets were a little better.

GritsNGravey9/11/2019, 8:45:55 PM4 votes

I agree But i feel Turrets should have a 3 shot system. Example of what i mean if the teams J4 wants to dive a tower for a kill with the help from the mid bot and sup and they jump on the adc at the tower the tower should have a push back effect added like Jenna's Ult. And if that tower hits you a 3rd time you explode. And die no matter your HP and it should have splash DMG so the Risk for diving is high and no one can just jump a tower without thinking it out and choosing who's getting the kill and they cant just stack up on you and the risk of all 5 players cheesing 1 lane is lower and Jungles cant just camp a lane. I also feel no ones skills should poke you behind the tower outside of loose skill shots. But click ones like teemos Q shouldn't hit you without him being hit in return. This will make it impossible to kill a tank at a tower but on the flip side if that tank is posted at tower all game you should be roaming anyway i feel this change would speed things up and force players to finally play there lanes right as pushing someone to there tower will become the objective you do not one to hit. And now folks will start focusing on CS and lane management. Should also work for Plating as well Everytime a plate is killed it should have a splash Dmg effect that kills the minion under it as its breaking. So you cant just rush plates you actually have to still play your lane. This will make laning alot more smooth and Jungles have more time to farm rather then be forced into early ganks plus it add a need for Demolish as it will clear Plates faster.

Pumpedhero9/11/2019, 10:35:17 PM4 votes

Not gonna lie, nexus turrets should be the same turrets from Twisted treeline, yea those rapid firing turrets. Its guarding the nexus... that makes it like atleast 2x harder to backdoor turrets etc. Damage should be % too. not just flat. Should start at 5% and each shot gets doubled. 5-10-20-40-80-160%, this makes turrets actually hard to dive if u take more than 3 shots. which some dives usually take around 3+ shots. Range should not be increased at all, just increase the damage to go through armor and do %, and increase speed on nexus turrets. edit: looking at that % scale looks a bit wonky but u get the idea of ramp damage that should scale.

mack91129/11/2019, 9:34:17 PM3 votes

They are the toughest and do the most damage in all of leagues history.

Zoeeee9/11/2019, 11:34:03 PM3 votes

I think they tried this with the nexus and inhibitor towers. They had Velkoz lasers. Games would last 40-50 mins and ppl would x9 report for not banning KogMaw .

Maybe buff armour pre 10 mins or make it so Tristana can’t solo a tower in under three waves of minions. Mid lane tower is literally paper rn.

KnKitsune9/12/2019, 4:57:51 AM2 votes

Switch the turrets from Physical to True damage and see where it goes from there.

14daysuspensionk9/12/2019, 8:01:45 AM2 votes

Turret logic: Minion wave attacks Lemme kill this champ approaching me after the wave instead.

Also turret logic: Let me kill these 3 minions before I kill this diving Jax, and then let me cancel the last shot to him that would've killed him while he fled.

Jennifer4209/12/2019, 8:53:01 AM2 votes

no. community asked for 2 years straight for a tower buff, so riot buffed them to be worth more for the enemys that destroy their plates. cause riot has no idea wtf we want. now shut up, i dont wanna see them "buff" it again. next buff will be "if you destroy all 5 plates, the inner towers get +10 armor but they are also worth 3 times more gold for the entire enemy team"

figold6669/12/2019, 7:06:55 PM2 votes

I think if we took a little bit from HoTS’s book we could fix this issue.

Hots Turrets slow enemy movement and attack speed on hit. This makes it so tower diving is much more dangerous early game for someone who isn’t prepared.

Nexus’s in HoTS are big AOE turrets with regenerating shields. This prevents them from being killed as quickly by one lucky back door, while also rewarding previous cooperated pushes.

Sinister Anubis9/12/2019, 7:18:08 PM2 votes

Turrets just need a range buff I think. There are champions that have little to no range I'm looking at you Akali that her Q can still hit you while you are clearly under turret and she will aggro the turret but before it fires she gets out of range and it resets and never fires on her.

Rezlac9/13/2019, 5:42:37 AM2 votes

Something that I think would make the game way more interesting is while there's plates on a turret, the turret will have a grounding aura in affect. Would make diving far more dangerous for those champions that have 30 dashes.

Saevum9/13/2019, 9:18:39 AM1 votes

It is so sad that the Thread Title is not an hyperbole.

preternatural9/13/2019, 1:56:07 AM1 votes

turret takes a DAY to target and fire at second caster minion and just anything at that range generally. it's feels so fucking bad bro.