How do people feel about the idea of towers gaining bonus attack speed and range?

only zhule··2 votes·358 views

Basic idea is that i think it would be amazing if towers gained bonus attack speed and range, up to a cap, after each attack against an enemy champion. Much like current bonus damage, the extra stats fall off after a set amount of time of not hitting an enemy champion. The basic idea is that it would be lovely if tower diving had more risk to it. As is, it feels like so long as you are playing a semi tanky champion (or in other words not a champion made of glass with zero mobility) you can take quite a few attacks from turret and shrug them off like rain drops. Heck i'm playing Sona and still eating 3-5 turret shots without worrying much.

Issues i have with turrets currently:

  1. resetting turret aggro is SUPER easy unless you get chain stunned right under it.

  2. they attack VERY VERY slowly allowing for a very large window that champions can be within range without taking all that much damage

  3. they stay focused on the first champion who took an offensive hit. This means that if a tanky champion pokes you for a sliver of damage the turret will totally ignore the champion pumping out insane DPS who is standing right underneath it, until the first champion gets out of range and the second on triggers aggro.

  4. the auto aggro range is quite small. If i stand more then a little bit behind/ to the side of my tower, the tower losses the ability to auto target enemies within it's range who are pumping out damage to allied champions. It really sucks when i have to stand away from my turret to avoid AOE abilities or skills like Vayne 's condemn or Bard 's cosmic binding, but this means turret won't help against the enemy ADC poking me while under MY TOWER.

  5. The tower damage output to champions is very weak. As i said early, i can play Sona and "tank" multiple shots from turret and it barely sets me back. Now put someone with an actual health pool and armor against it and they can stand their for a good 10-20 seconds before the damage starts to be dangerous.

  6. Turret survivability is low. Turrets currently go down insanely fast (at least in bot lane), it's really annoying to be stuck in a situation where dying once or going back "at the wrong time" basically means your turret is toast. Not because it was damaged over a prolonged siege, or the enemy team committed 4 champions to taking it down, or even something basic like a double creep wave giving the enemy champion(s) a prolonged period of time to beat on it. NOPE enemy team roles in with 60% of a creep wave and a champion with not garbage attack speed and Attack damage, and there goes 60% or more of your turrets life (full sweep if the champion had a finished AD or AS item).

I think a lot of these issues could dealt with if turrets were a bit smarter and simply became stronger the more they hit enemy champions.

8 Comments

Luniya2 votes

I believe Riot commented on the idea of making the turrets stronger or tankier or the sorts of that, and their main argument was that it'd be harder to take down turrets, and therefore make the games take even longer than they already take. A game could take between 20 and 60 minutes, if we increase the duration it could go up to 26 to 79 or something like that, that's already a huge 19 minute leap at the latter end. I do think that the range should be more effective though, I don't think it's fair a Caitlyn can hit me when I'm right next to turret and the turret won't attack her cuz it just auto'd a minion. [sg-soraka]

SangreDeNoche2 votes

{quoted}

I believe Riot commented on the idea of making the turrets stronger or tankier or the sorts of that, and their main argument was that it'd be harder to take down turrets, and therefore make the games take even longer than they already take. A game could take between 20 and 60 minutes, if we increase the duration it could go up to 26 to 79 or something like that, that's already a huge 19 minute leap at the latter end. I do think that the range should be more effective though, I don't think it's fair a Caitlyn can hit me when I'm right next to turret and the turret won't attack her cuz it just auto'd a minion. [sg-soraka]

But that's making them tankier or increasing their damage over all, making them do more damage to champs alone does not.

only zhule2 votes

{quoted}

I believe Riot commented on the idea of making the turrets stronger or tankier or the sorts of that, and their main argument was that it'd be harder to take down turrets, and therefore make the games take even longer than they already take. A game could take between 20 and 60 minutes, if we increase the duration it could go up to 26 to 79 or something like that, that's already a huge 19 minute leap at the latter end. I do think that the range should be more effective though, I don't think it's fair a Caitlyn can hit me when I'm right next to turret and the turret won't attack her cuz it just auto'd a minion. [sg-soraka]

I think there are ways around this. the bonus attack speed and range is mostly there to deter champions who tend to fight you under your turret. I'm all for a turret dive that kills the target and then you walk away, or even heavily damages them so they can't risk staying. I just really dislike the idea of champions being able to start a fight with me under my turret, eat a half dozen turret shots, and still walk away from the fight without having to use an gap closing ability/heal/ item 3157 effect/ etc.

Bonus attack speed prevent people from being able to stay a prolonged time under turret. Bonus range means that if you don't secure your goal quickly, there is an actual risk of the turret finishing you off as you attempt to walk away.

I don't want turrets to be this impossible hurdle that slows the game down to a crawl for the first 15-20 mins. But it would be really lovely if they didn't turn to dust when left alone for a minute in the early- early mid game. IT would be magical if everyone and their mother couldn't take multiple turret shots to the face with minimal issue. And finally i think a lot of people would be happy if turret diving hard some real risk again.

Ralanr2 votes

I think an increase of AS for tower shots against champions would be interesting.

BestJhinUniverse1 votes

Give them multi target capability as well as time ramps up. Up to three targets.

Carach Angren1 votes

I do think towers need a significant buff to be considered as a threat after like 5 minutes, but not that much.

The range is fine the way it is, it's mostly the damages that are in question. So I like the idea of exponential attack speed, but also the overall damages.

I know tanks are supposed to tank, but when you have a Sion/Chogath/Maokai taking as many tower shots as they want, having something like 130 armor and 2500 hp in mid game, that's just ridiculous. And I'm a tank lover !

So yeah, i'm definitively in favor of a turret buffs

Gabresol1 votes

{quoted}

I do think towers need a significant buff to be considered as a threat after like 5 minutes, but not that much.

The range is fine the way it is, it's mostly the damages that are in question. So I like the idea of exponential attack speed, but also the overall damages.

I know tanks are supposed to tank, but when you have a Sion/Chogath/Maokai taking as many tower shots as they want, having something like 130 armor and 2500 hp in mid game, that's just ridiculous. And I'm a tank lover !

So yeah, i'm definitively in favor of a turret buffs

not to mention that having a tank jungler or support makes a lvl 3 tower dive almost without risk

Daddy Ants1 votes

My idea -

PIERCING SHOTS: Turret shots ignore 45% of their targets bonus armor.

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