These nerfed inhibitor turrets are legit garbage. Everyone can just wipe them solo.

LegitBacon66··79 votes·4,059 views

1 minion wave and boom its dead. They are super weak. When its a close game, the enemy dives and aces us and we just lose. Buff these turrets.

85 Comments

Matezoide26 votes

Rioter 1: Turrets are weak as hell now and a complete joke! What should we do, guys?

Rioter 2: Nerf them!

Rioter 1: http://mycareertopia.com/wp-content/uploads/2013/03/promotion-300x199.jpg

Çôdą16 votes

I think turrets should scale like dragon/Baron.

JW Sephiroth3 votes

Turret scaling would be inefficient. Due to their functions, they would have to scale pretty minorly, and would suffer early game because of this.

Çôdą1 votes

True, I didn't think of that. item 3070 item 3070

TheLittlestLulu15 votes

I made a picture of the turrets.

http://i.imgur.com/ZVu6Fxj.jpg

Remlap122312 votes

What happened to decreasing the damage output and attack speed? The turrets are weak argument didn't hold up a lot of water when they reduced your damage output because Jax, Nasus, Tryndamere, and Tristana couldn't just walk up to them anymore and tank a few shots. But now they can. This was one of the stupidest balance decisions Riot has made, and that's impressive considering they had 4.20 to compete against.

Gregor Gysi3 votes

So splitpushers shouldn't be viable in your opinion?

Tails Doll11 votes

{quoted}

So splitpushers shouldn't be viable in your opinion?

Yes, fuck them.

Gregor Gysi5 votes

Well, that's boring. Inefficient grouping and the inability to abuse 5v4 should IMHO get punished. Currently 'just going as 5' works out ways too well, seeing how splitpushers are not really viable as it is right now.

But I really appreciate that you are so honest about it. Some people just try to deny that splitpushing isn't viable, they'd still say that splitting is OP.

BodyByDave2 votes

The lunacy is that split pushing wasn't solely buffed by this change, a team could just as well 5 man dive now far better than it could before. It's like the dumbest cop-out excuse for a change I've heard.

  1. Turrets are stalling games by X seconds longer than #LCSPlays

  2. Nerf Turrets and say it's to buff split pushing. Noone will notice it ends group games faster!

How exactly does this buff split pushers anyway, does Riot honestly think that the split push champions were TANKING the ray and having their damage reduced?

Kinda makes you wonder why they ever bothered changing turrets in the first place, by the end of this season we're going to have the same turrets we had last year.

Tails Doll1 votes

{quoted}

Well, that's boring. Inefficient grouping and the inability to abuse 5v4 should IMHO get punished. Currently 'just going as 5' works out ways too well, seeing how splitpushers are not really viable as it is right now.

But I really appreciate that you are so honest about it. Some people just try to deny that splitpushing isn't viable, they'd still say that splitting is OP.

Split pushers bring nothing to this team based game. If they succed, they single handly win the game. If they fail, they single handly lose the game.

Gregor Gysi2 votes

[{quoted}](name=Tails Doll,realm=NA,application-id=3ErqAdtq,discussion-id=igEU6T9o,comment-id=000a0000000000000001,timestamp=2015-06-25T21:38:55.480+0000)

Split pushers bring nothing to this team based game. If they succed, they single handly win the game. If they fail, they single handly lose the game.

Your misconception is that you seem to think that team game = team fights. Meanwhile that is not the case. Even Tryndamere can't just always spawn -> walk up to lane. Splitpushing has to be coordinated, he has to put up vision on the map and relies on his team to do the same. The whole team (of the splitpusher) has to coordinate their calls, sometimes they are going to ping him back because the thread is too hard to bear. The enemy team on the other hand obviously has to deal with him due to the pressure the splitpusher brings on the map. You make it seem so random ' If they succed, they single handly win the game. If they fail, they single handly lose the game.' They? Whether splitpushing is successfull is not solely in the hand of the splitpusher, lol. It's not like he has to outplay the minions. It's in the hands of everyone, how does his team play the 4v5 disadvantage, how does the enemy team deal with him/use the 5v4 advantage. Is he able to escape the ganks and turn it into a 4v3 and so on..

{quoted}

The lunacy is that split pushing wasn't solely buffed by this change, a team could just as well 5 man dive now far better than it could before. It's like the dumbest cop-out excuse for a change I've heard.

  1. Turrets are stalling games by X seconds longer than #LCSPlays
  1. Nerf Turrets and say it's to buff split pushing. Noone will notice it ends group games faster!

How exactly does this buff split pushers anyway, does Riot honestly think that the split push champions were TANKING the ray and having their damage reduced?

Kinda makes you wonder why they ever bothered changing turrets in the first place, by the end of this season we're going to have the same turrets we had last year.

Yea, however the change doesn't hit dives as hard, seeing how the laser is always going to hit the tank - 15% less damage on the tank doesn't really matter, however it obviously matters when Tryndamere tries to take the tower. After all this is a change in favor of splitpushing, no doubt about that. That it makes games end faster is no buff to teamfighting comps seeing how a lot of tf-comps are rather lategame-focused. S5 is the lategame/tank/teamfight season everyone yearned for. Now Rito is going to change that, the new season is coming.

Tails Doll1 votes

{quoted}

Your misconception is that you seem to think that team game = team fights. Meanwhile that is not the case. Even Tryndamere can't just always spawn -> walk up to lane. Splitpushing has to be coordinated, he has to put up vision on the map and relies on his team to do the same. The whole team (of the splitpusher) has to coordinate their calls, sometimes they are going to ping him back because the thread is too hard to bear. The enemy team on the other hand obviously has to deal with him due to the pressure the splitpusher brings on the map. You make it seem so random ' If they succed, they single handly win the game. If they fail, they single handly lose the game.' They? Whether splitpushing is successfull is not solely in the hand of the splitpusher, lol. It's not like he has to outplay the minions. It's in the hands of everyone, how does his team play the 4v5 disadvantage, how does the enemy team deal with him/use the 5v4 advantage. Is he able to escape the ganks and turn it into a 4v3 and so on..

Yea, however the change doesn't hit dives as hard, seeing how the laser is always going to hit the tank - 15% less damage on the tank doesn't really matter, however it obviously matters when Tryndamere tries to take the tower. After all this is a change in favor of splitpushing, no doubt about that. That it makes games end faster is no buff to teamfighting comps seeing how a lot of tf-comps are rather lategame-focused. S5 is the lategame/tank/teamfight season everyone yearned for. Now Rito is going to change that, the new season is coming.

Yeah good luck coordinating anything on solo queo.

AMYS GRAVE4 votes

Actually this encourages diving when grouped as well, the only reason people think this is a buff to split pushing is because that is the narrative that riot put out there. Split pushers weren't tanking the turrets so this change does nothing to that directly. But now that the turrets don't provide as strong of a deterrent to dives the games will end quicker, which means that tanks wont have enough time to scale into their roles, meaning that they won't be viable again for a while. The early game champs will dominate again because the fed team will be able to dive the defensive team, and we will be back to the lee sin-vi-jarvan early ganking junglers. It also means that games will end before you have a chance to turn it around and snowballing will be more intense. It is a step away from a teamwork/teamfighting based meta and a step toward a win lane win game/selfish/i need to get fed as soon as possible meta.

Malix Farwin1 votes

{quoted}

So splitpushers shouldn't be viable in your opinion?

its too viable is what we are saying. when all people do is split every game and that is far more effective then anything else, thats a problem.

Gregor Gysi1 votes

So you think splitpushing is so strong, that such a small buff is going to make it op? Please, I can't even remember any excessive splitpusher in my last 20 games.

Icestar11861 votes

What exactly was wrong with 4.20?

AMYS GRAVE2 votes

4.20 was the release of smite upgrades. challenging smite with devourer was broken strong on warwick. all three were subsequently nerfed. meanwhile feral flare and the old jungle items were removed in that patch.

Icestar11861 votes

They fixed Warwick pretty quickly, and I don't see what was wrong with any of the rest of that.

AMYS GRAVE1 votes

It took them three weeks to make those changes which isn't exactly pretty quickly given the state he was in, and they did have to nerf all three to fix the problem.

The problem btw was that warwick could challenging smite you, apply 5x the devourers on hit effects, and you would be 100-0 by just his ult and maybe one q. While you could cleanse the suppression the damage would still go through so you were dead no matter what you did leading to a 0 counterplay warwick.

also 4.20 was when they changed the jungle so only half a dozen junglers or so could survive a clear enough to even get the upgraded machette on their first back, even with pots.

JW Sephiroth9 votes

Turrets are in a very delicate position right now. Early game, they are designed to give a powerful zoning area where enemy champions are wary of getting in. Generally, as the game progresses, they are pushed into a more supportive role of keeping enemies at bay provided there is a champion to protect it. When late game comes, they are merely there to halt minion progression and help tip the scales for a close fight.

As for enemy team dives, to do this early game requires a lot of skill and almost always let's you come out on top provided you play sensibly. Late game, they are designed to be weaker than an actual champion. If you are standing under a tower with one enemy champion, or your whole team is under the tower with the enemy team attacking, they still give an advantage, but if you're short a member, or the tower is unguarded, they are no longer supposed to threaten the enemy. On top of this, some champion comps are designed to negate towers, such as tanks with an assassin/AD carry, but they typically trade something else in return for this composition.

This is to emphasize that teamplay is more important late game than farming by yourself under a tower.

If nothing else, check out the towers on the Twisted Treeline, the first one can die on your first base if you fail to base the enemy champion.

LegitBacon669 votes

They hardly clear waves

JW Sephiroth1 votes

To which end? Early game waves are completely decimated, with or without an ally champion there to help. If the enemy is skillful enough, they can push the lane hard right after the next wave comes in, but most times minions tend to push hard enough to bump into more minions right under the tower, causing the wave to just fizzle out and restart.

Later in the game, if you're not there to protect the tower, then it is only fair that it should struggle to hold off an enemy champion or a cleverly snowballed minion wave.

LegitBacon661 votes

Ummm sir. NO one gets to inhibitor turrets early game. Its more mid/late game

JW Sephiroth1 votes

I didn't specify any type of turret, I'm just stating how towers are set up in general. Sorry for the confusion!

Zavern2 votes

If I can tank the towers as a Janna, they are utter shit.

JW Sephiroth1 votes

Tank is a pretty broad term, in games where I play, she can "Tank" about two shots effectively without getting blown up for something like that. Janna is able to take one free tower shot due to her shield, but after that, she won't be able to take many more. Unless you're referring to late game when even Janna has at least over 2k health.

Jeanne fan club2 votes

I was vs a wukong mid lane. at level 7 the wukong stood under tower and took 10 turret shots while spamming laugh, he walked out from under the tower with 1/4 hp left. what is even the point of turrets anymore? They don't do damage, they don't keep solo towerdives from succeeding, they just give a false sense of security.

JW Sephiroth1 votes

By mid-game, some champions are might be ahead of the game, and building any sort of armor/health allows turret dives to become easier to do.

Furthermore, solo towerdives are different. Early game, if they are able to towerdive you, you were most likely at lower health than you should be to stay in lane. mid-game, they can very easily turn the balance in your favor, but you have to be at reasonable health still. Late game, the tower should only provide a supportive role and only assist during an effort to protect it.

XxxLumberJackxxX9 votes

Inhib turrets should deal splash damage

Anisoptera8 votes

I made a thread about this problem and Meddler gave a reason why they are getting a nerf. I don't think the reason was good or justified though. Its so much easier to dive and get away now, and its ridiculous. Nexus turrets should thematically be the best on the map, but they suck so hard. Riot may as well just delete turrets. They don't feel like proper objectives anymore.

JW Sephiroth1 votes

Nexus turrets are definitely the best on the map. Their damage output, health, and regenerative properties are superior to any other turret. The issue that may make it seem otherwise is that you will be much further in the game by the time you reach them. Towers are designed to not scale well into the late game, so the nexus turrets seem less effective than the others simply because the champions are a lot stronger.

diamondlight7 votes

The should make it shoot two lasers if there are two champ targets that attack a champ. If there is only one champ who aggro's it shoots only one laser. If it's attacking minions, again only one laser. Doesn't affect the split push (which is what they are "trying to enable" through this nerf).

This way it's tougher on dives, but easier on split push. And for god's sake put the slow back. It was very much the only thing keeping the turret alive. Minion waves take it down easier than inner turret (there's no shield). It has no identity as a "base turret" protecting the base.

DisasterSola6 votes

Maybe we should re-add garrison...

junglerboy166 votes

How about a new change so that inhibitor+nexus turrets deal increased DPS (both base and max) based on the number of enemy champs nearby. with only one champ nearby, they deal 125% of their current damage. With 2 nearby, they deal 100% of their current damage, and with 3 they deal 125%, 4 is 150%, and 5 is 175%. There you go, split pushing isn't instantly the best option, but when a team 5 man dives you, the tower actually has a shot at hurting your tank a bit.

For nexus turrets, they could also possibly have it so that if/when one of them dies, the other gains a slight anti-minion buff so that it isn't instantly dead after the next super minion wave. Something like bonus 50 armor against minions and bonus 50% damage vs minions would suffice, since it is already limited to only clearing the wave one minion at a time.

Hilltop Sunset5 votes

ALL Turrets need buffs. First tower goes down so easy. TOO easy. One mistake in lane means you lose your tower. It's bogus.

Narog5 votes

i want League to be League not Dota please.

Naziru4 votes

Agree 100%. The inhib turrets have felt extremely weak ever since they made it a DoT. I think they underestimated the psychological impact of seeing 100 or 150 health disappear from one turret hit.

ZileanUltJesusOP3 votes

I feel ya man

Icestar11863 votes

In lategame, that is true of all turrets. I honestly don't see why an undefended turret should be able to survive more than two waves + a champion lategame.

AMYS GRAVE1 votes

Yeah, an undefended turret should fall, but if one person is defending the split push the split pusher should be punished hard for drawing turret aggro. The split pusher is usually a duelist who would win a 1v1, but they shouldn't be able to win a 1 v 1+turret. They should have to push the wave in at least a few times against a defender.

JW Sephiroth1 votes

I'm not sure what you mean here. most split pushers never look for a fight under the enemy tower, they simply seige it and wittle the tower down. Should he tower dive, you'll have a considerable advantage unless you were poked down to really low health or the enemy has snowballed.

WolfBV3 votes

What if turrets started out strong like they normally do but also get scaling stats like the minions do. Also another possible idea is to give turrets more items as the game goes on. Like turrets can get more items depending on how many minions or champions they've killed XD

MićaĆomlaDJ2 votes

People need to understand that in the late game you are there to protect the turrets, not the other way around. If turrets could protect you the intire game, split pushing wouldn't be a stratagy anymore and everone would just pick late game comps and just sit under towers, because the enemy team wouldn't dare to go a dive EVER. Now does that sound like fun and diverstyl gameplay ? No, no it doesn't

DJ Kahyled3 votes

What's the damn point of having large "powerful" turrents if they do baby damage. Remember when you're inhib was down and the turrents were there to make sure they couldn't just wipe your team without getting hurt? Now any tank can walk up and eat turrent shots and wipe your team. By your logic turrents are just big stone towers that make the map look pretty.

Abyssphere4 votes

{quoted}

People need to understand that in the late game you are there to protect the turrets, not the other way around. If turrets could protect you the intire game, split pushing wouldn't be a stratagy anymore and everone would just pick late game comps and just sit under towers, because the enemy team wouldn't dare to go a dive EVER. Now does that sound like fun and diverstyl gameplay ? No, no it doesn't

I think the problem is that the turrets don't actually feel worth protecting anymore. Your nexus is almost as safe with no turrets in front of it as it is with two turrets.

JW Sephiroth1 votes

I severely disagree with that. You feel considerably safer when you have both nexus turrets. However, if they drop, you play a lot more defensively because you know how unsafe the nexus is without them.

AMYS GRAVE2 votes

Yeah, but if someone is there to protect the turret, the split pusher shouldn't be able to dive them 1v1, tank the turret, and come out alive unless they are extremely fed. 1 vs. 1+turret should have a clear outcome at all stages of the game. It should take at least a man advantage to pull off a successful dive at all stages of the game.

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