What if towers went further, what if towers did more

Brascus··102 votes·5,601 views

The area around the tower reduces attributes, maybe even grabs you like Blitzcrank before Rammus a Diana up your Ahri

Butt in all seriousness, maybe towers could release a small summoner 7 per champ diving an ally, maybe this stuff only happens on the losing team with a sizeable disparity so they have a legit chance to turtle and make a come back.

Or maybe you could upgrade your towers, repair them or add homing teleporters to them that reduces the CD for teleporting to them. Add a gate and wall? Priority scanners to always target enemy champs, or build roads to speed up your minion march.

I feel like there could be more to towers than there is right now and hey, maybe this could be a new mode without having to mess with SR.

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

77 Comments

Very Epic Guy32 votes

I feel like just kind of buffing damage and defenses will do, but these ideas are pretty cool. Maybe introduce it as a featured gamemode?

HexaDecimel3 votes

You would need to be careful about changing the damage output for the outer turrets as it would affect how players cs under turret. I would be in favour of them being stronger and not easily falling so quickly. and perhaps the base turrets could dish out more damage as csing wouldn't really be the main concern once it gets to that point.

Very Epic Guy1 votes

{quoted}

You would need to be careful about changing the damage output for the outer turrets as it would affect how players cs under turret. I would be in favour of them being stronger and not easily falling so quickly. and perhaps the base turrets could dish out more damage as csing wouldn't really be the main concern once it gets to that point.

I mean, it should definitely scale with game progression a bit more. As it stands, there isn't much risk to diving after a defensive item or 2

Retillin3 votes

No guys! As we see, the easiest/best way is % Max True dmg to champions from towers! That way they are "fair" for everyone! Riot already has show they love using it to make champions matter during each moment of the game!

RocketRelm2 votes

"Bonus Damage To Champions" solves the CSing issue.

HexaDecimel1 votes

Good man! :)

fractalfantasies2 votes

That's the whole point of playing lane bullies, you can shove your lane and force the enemy to miss CS.

DrathTurtle3141 votes

If we're worried about CSing(but want to buff them), we could either give them a passive ability to do more damage to champions, or we could increase their attack speed. The latter change would still be an adjustment for players, but you would still be able to time 2 turret shots 1 auto(or whatever the formula is for each type of minion, I'm a jungle main who doesn't know these things...)

HexaDecimel1 votes

Lol well I guess I am more of a Support main so I don't really know what csing is. I just think that we all need to be mindful of how changes will affect everyone. If you are changing the speed or damage the turrets output that will affect players ability to cs under turret.

I do think that turrets should have more health, and I like the idea of the outer ring of turrets dealing bonus damage to champions. The next row of turrets should provide a strong shield for all allies standing near, ext. Turrets need to be stronger, and i think it would be cool if each row provided something unique to the team.

SpeedSurge7

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Toru Itai3 votes

holy hell why can't i down vote you more? the current 15-30 minute games are terrible. i want the 30-60 minute games back.

Avios11 votes

Ditto brother, Ditto

Tohob18 votes

all excellent ideas. also the intro made me giggle.

it feels like people have been asking for towers to be stronger for years, i remember people arguing about whether or not they should be dealing true damage in 2014, and yet every season they just feel weaker and weaker

Maple Crusader3 votes

{quoted}

all excellent ideas. also the intro made me giggle.

it feels like people have been asking for towers to be stronger for years, i remember people arguing about whether or not they should be dealing true damage in 2014, and yet every season they just feel weaker and weaker

They feel weaker because Riot keeps nerfing the towers. With the recent change of mages being able to auto-attack structures just as hard as AD champs, makes the towers feel like they are made of paper mache.

Avios12 votes

Don't forget the taking away of their base 100 mr and armor lol

MunchCrunchLunch7 votes

they used to didn't they? remember when tier 1 turrets gave us shields.

Boulderox8 votes

before it was super abused >_> and turtling under said turret could and would stop any and all pushes... yea.. i remember...

Sire Hippington4 votes

tier one never gave shields, they had shields themself. tier 2 gave shields to champs

UrPalAl7 votes

The towers are fine, maybe it's damage reduction passive could be increased in the length that it's active, but that's it.

People forget that League's towers are still the strongest towers of all MOBA's.

DoTA towers can be 1v1'd and they deal peanut damage.

HoTS run out of ammo and leave the hero completely divable.

Smite's towers are a tad bit weaker and also don't offer things like laser towers, meaning they can be destroyed by tanky champions.

Spoofghoul6 votes

I totally agree with this i like upgradable tower

Black market towers

new game mode maybe later add it to SR after testing it

already suggested something like this half a year ago got 2 responses rofl maybe wasn't the right time for it

KillerKell4 votes

Some ideas here, and some I've had before.

I'd like a few more Options with my Gold, for instance, that could Impact the Game more.

What if we could Spend Gold to Upgrade Turrets and Minions?

Don't get me wrong, I love buffing up a Melee Minion with my Banner of Command... so in a way we have that... but I mean getting specific.

What If I could pay say 1000 Gold to have All Team Caster Minions gain +10 True Damage per Attack.

Think how this would impact Lanes. I'm not saying make this the ONLY one, just going with this one for a bit.

So now I back and you back to get our Items. You get some 1K Gold Item, say you grab your Bami Cinder for 700 and some T1 Boots. So you have some mobility to escape Ganks, to track me down, and Cinder to push through Minion Waves faster with some Armor and HP. All well and good. You are officially on your way to your Split Push Build.

I, instead, go drop 1K Gold to get my Caster Minions a +10 True Damage Buff... permanent. Now 10 True Damage isn't huge, especially coming off Minions, but this does a few things, ESPECIALLY since we are discussing a First Back here where both of us are still fairly weak.

Now, if you dive me BEFORE clearing my Minions, ESPECIALLY my Caster Minions who are back further and harder to get to, you're going to burn. You might still kill me, but you'll certainly need to take these Caster Minions into account before diving me.

Further than that... my wave in naturally pushing harder than yours now. This can be bad... I could over extend and such... but then I could Push Wave and leave, to roam, to ward, to Counter Jungle... and have time to get back while you are resetting wave. Because you don't want those Minions nailing the Turret, that would add up.

Of course you can do Extra HP for Minions, extra Armor and MR as a package for Minions.

And really, while effective enough in lane... it's when you are OUT of lane that this matters most. A big strategy is to set your Wave to break through with a massive push WHILE your Team is in another lane pushing that Objective.

Now this would be Lane Specific... so I could buff my Lane. Or, we could communicate as a Team and decide which lane to really concentrate on to force teams to try to crack other lanes instead.

So basically the ability to Pay Gold to gain +10 True Damage on Melee, +10 True Damage on Caster, +25 True Damage on Siege, +50 HP on All Minions, +50 Armor/+50 MR on All Minions (for the Lane Path you select). Each of these could ONLY be Bought Once.

I think this would add many more layers of Strategy to our Game.

KillerKell5 votes

Now for Turrets. :P :D

I like to see some things with these as well.

Sure, we can have the +X True Damage and sure we can add some more HP to them... but there is so much more than just Static Stats we can do here.

What if each Turret could have an Aura bought for it, except of course the Nexus Turrets. Just make those puppies deal True Damage and have enough HP that a sneeze doesn't blow them over.

So let's say we can add some neat things. Maybe I want my T1 Turret to get some extra Attack Speed. So I get an Attack Speed Upgrade. This Upgrade leads to a Twin Shot Upgrade, in which the Turret fires 2 Shots instead of 1. However, it can not 'focus' fire, each Shot must be at a different Target.

So we have Outer Turret Top (imagine Top, for clarity) and we Bump to T1 Attack Speed. T2 Twin Shot. T3 Attack Speed. T4 Tri Shot. T5 Attack Speed + Quad Shot.

Now, obviously, I get a T5 Turret like this... it's going to be OP as hell. But I'm spending Gold on my Turrets... not on myself, so I should die rather easily if I focus all my Gold on trying to get my Outer Turret to T5. And once you topple that Turret... all that Gold I spend is a Sunk Cost that I can't get back... so say you drop it at Level 2, and you've spent all your Gold on yourself... you still have your Items, my Shiny Turret is gone.

That would be a really Offensive Turret... but let's say you don't want Offensive, because it's affecting your Last Hitting under Turret or for other reasons.

T1 Armor/HP. T2 Enemy Move Speed Slow, 10%. T3 Armor/HP. T4 Enemy Attack Speed Slow, 10%. T5 Armor/HP, Target hit by Cannon Shot is Snared for 0.25 Seconds, Enemy Move Speed Slow 15%, Enemy Attack Speed Slow 15%. This would be an AoE Radius around the Turret, equal to the Turrets Range.

Again, T5 would be rather OP... but if I spent all my Money on T5 Turrets you will have a huge Item Advantage on me.

Let's have some more fun. Let's do a Turret that gains Range at the expense of Damage. With Turret Range comes Vision, anything in the Range of the Turret will grant Vision, to include over Walls. This helps spot out Enemy Jungles or Enemies that are looking to come from BEHIND your Turret to dive you. It also keeps Waves off your Turret while still being able to 'farm under Turret'.

T1 15% Range Increase, -5% Damage. T2 Shows all Enemy Wards in Turret Range (constant effect). T3 15% Range Increase, -5% Damage. T4 Shows all Stealth Enemies in Turret Range. T5 15% Turret Range, -5% Damage, Destroys all Enemy Wards placed in Turret Range instantly (as soon as they are dropped, or as soon as Range extends to cover them) and Stuns any Champ entering Range while in Stealth for 0.5 Seconds, also (as the T4 grants) removing their Stealth. Stealth Abilities are unusable in T5 Turret Range.

And now for a crazy one just for fun. Trap Turret.

T1 Targets hit by Turret are Snared for 0.25 Seconds. T2 Every 3 Seconds that an Enemy is in Turret Range causes the Turret to Pulsate a Wave that Knocks Back Enemy Champions AND Minions, and deals 1% Max Health Damage as True Damage. T3 Every 5 Seconds an Enemy is in Turret Range causes the Turret to unleash Wall of Flame for 1 Second (think a straight line extension from the Turret to the end of Turret Range). Those who make contact with the Wall will take 1% Max HP True Damage per Second for 5 Seconds. T4 Vampire Totem: Damage Dealt to Champions is returned TO TURRET HP. T5 Last Grasp: Upon reaching 5% HP turret LOSES ability to Life Steal, bringing up an Invulnerability Shield for 3 Seconds. During this time the Turret can not attack and all previous abilities are Lost. Once the Invulnerability Shield falls after the 3 Seconds, the Turret can again operate as a Generic Turret for the remaining 5% HP. Once that HP is deleted, the Turret is Destroyed... but upon reaching 0 HP the Turret uses the final ability. After a 0.25 Second Delay all Enemies in Range are Rooted, after a 0.5 Second Delay (0.25 after the Root) the Turret Explodes into True Damage. Those at the Core suffer 100% Max HP True Damage down to only 1% Max HP True Damage for those on the very edge of the Range (a literal 1% Less Damage for each 1% further from the Turret you get). Shields may 'eat' Damage, and Cleanse Effects negate the Damage entirely (unless used on the Snare, then it just negates the Snare portion).

Supreme Senpai695 votes

I feel like they'd just make the support waste all their gold to do this while everyone else actually gets to buy items lol

Avios11 votes

Nunu + item 3060 + Doom's Eve + Baron's Buff + melee minion + 10 true damage per hit (Or Siege Minion, that works too lol :D), and I would LOVE this added into the game, more Diversity imo.

WiegrafOfValor3 votes

+1 For a permanent new mode with your towers :D

Unstoppable Monk3 votes

I think towers should uproot themselves, buy items, and start csing if the ADC is that bad.

math crab3 votes

This would be a fucking sweet featured gamemode, bring back black market brawlers

sp4413 votes

It would be fun if Towers were more of an objective to be contested, rather than a measly annoyance on the way to the Nexus, if there was an incentive with playing around with them.

Maybe in such a scenario, Ohmwrecker would actually be worth a damn.

Supreme Senpai693 votes

I'm pretty sure this is sarcasm but honestly it sounds badass. Not really a League game but a new mode by itself, more RTS-ish.

Modl Ryden l2 votes

Honestly that sounds like it could be a fun game mode than a new feature for SR

Meep Man2 votes

Im still up for the idea of items/trinkets/whatever that can be used to upgrade towers.

Teridax682 votes

I would love for turrets to become stronger, but I think the trick is to find a way of doing so that doesn't just encourage turtling under them, and instead gives defenders the opportunity to swing back towards an advantage. The idea of building roads sounds really cool, and it could be interesting to have some sort of minion bonus when defending.

Saianna2 votes

Idea is great, but it will never work.

Riot WANTS turrets to be weak/useless.

Carpe Victoria2 votes

A true tower defense game mode would be very fun. Whether you play a champion in the midst of it or not. I could imagine a mode where you send in the bots. Guild Wars 1 had some good ideas in their system where you semi controlled bot party members.

AninLegions7772 votes

Butt in all seriousness

Can't believe no one noticed this. xD

rtbf2256182412 votes

Just give us a new map with a new mode already. That seems to be the main issue here or rework Dominion for crying out loud.

Penta Penguin2 votes

I liked the Bilgewater Turrets and it pisses me off that Riot made those art assets just to have them sit around forever on a server somewhere, never seen again

LOL Spammer2 votes

What if you could upgrade your towers kinda like you could upgrade your minions in black market brawlers?

nami tf2 votes

At least buff the towers based on how how close they are to the nexus, so you have weaker turrets in the middle of the rift and stronger turrets defending inhibitors and nexi.

CitadelOfIce2 votes

I want all of this.

CosmicKiwii2 votes

Upgrading towers sounds cool, but it doesn't feel like league of legends. Maybe add it as a new gamemode?

Cheese Pope2 votes

Maybe have a new permanent gamemode like a new map or something that has more involvement with structures

PROJECT Katarìna2 votes

I would be in favor of them not dying in 5 autoattacks with only one item

Jhin UItd JFK2 votes

Tower Defense gamemode :D

That'd actually be a lot of fun, like ARAM but you would actually be able to have siege machines, upgradable towers... that'd be pretty dank

SettDownShutUp2 votes

The turret Renders remind me vaguely of Plants Vs Zombies.

CitadelOfIce2 votes

Hey maybe we should bring back Black Market Brawlers and towers to the upgrade section. Would be fun.

SirHeavyScrotum2 votes

That might be a neat featured mode =)

Kaeblen2 votes

So.... tower defense mode: you can buy turrets as items, and place them anywhere you want. And upgrade them at the shop. =D

Steel Blossom1 votes

How about no? How about letting the team that made mistakes earlier on lose the game?

KillerKell3 votes

If the team that took the lead can't close it out... that's a mistake by them. Why shouldn't they be punished for failing to finish?

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