Why does turret health decrease with each tier?

koshkyra··92 votes·16,080 views

Outer turrets have 3800, inners have 3600, inhibs have 3300, and nexus turrets have 2700 hp.

Why would they go down with each tier? That makes no sense. Your base should become harder to destroy the further the enemies get in, not easier.

Outers should have 4250 and then it should increase 250 with each tier, capping at 5000 at the nexus turrets (the main defense of your base.)

58 Comments

Victraze45 votes

Probably as a way to speed games up.

koshkyra30 votes

{quoted}

Probably as a way to speed games up.

i dont want them to be sped up

Bob the Toastr24 votes

Rito does though, unfortunately. They have recently said they refuse to buff turrets because 5-game matches can get really long for esports audiences.

LatetotheRace29 votes

Tiny brains with small attention spans. God forbid the players get to enjoy the game...

GayFluffyUnicorn9 votes

I seriously wonder why you get downvoted. It's the plain and harsh truth and the entire reason why laneswaps got destroyed. Atleast there was some strategy involved. Specific picks for 1v2 laning, teams that would try to force a 2v2 lane there was so much shit going on. So many teams fucked up the rotations. What do we have now for over a year? Get bot turret, rotate top, get herald, go mid, get baron 5v5 deathball and finish the game ResidentSleeper. Which also shows atleast in western viewer numbers. Noone enjoys watching the same game every game every week.

LatetotheRace3 votes

From what I've seen recently too, I think the proplayers are getting really tired of riots "balancing" decisions as of late.

Sasogwa1 votes

[{quoted}](name=Bob the Toastr,realm=NA,application-id=3ErqAdtq,discussion-id=jcFy8YcK,comment-id=000000000000,timestamp=2018-07-20T04:25:25.057+0000)

Rito does though, unfortunately. They have recently said they refuse to buff turrets because 5-game matches can get really long for esports audiences.

Can I get a link on that specific quote?

Moon Mom1 votes

I mean regardless of quote or not even if riot didn't explicitly say this it's not an incorrect statement. No one wants Season 4's waveclear meta .

CURSEÐ REVENANT1 votes

[{quoted}](name=Bob the Toastr,realm=NA,application-id=3ErqAdtq,discussion-id=jcFy8YcK,comment-id=000000000000,timestamp=2018-07-20T04:25:25.057+0000)

Rito does though, unfortunately. They have recently said they refuse to buff turrets because 5-game matches can get really long for esports audiences.

this game wasnt only made for esports. esports consists of less than 1% of the league community. esports alone should not dictate changes to the game.

BoomDtrickz3 votes

Rito doesnt care about the common player :)

Yesoniex2 votes

i strongly agree with you.

The Space Cowboy1 votes

Riot should make it best of three then. Or make a series take more than one day like basketball

ahferroin71 votes

Agreed on making it take more than one day. The problem there is logistics (handling of ticketing would be somewhat more complicated).

RainXBlade1 votes

League wasn't built for 10-15 minute games in the first place.

League is not Call of Duty where everything blows up in milliseconds. (Hi XR-2 from Black Ops 3 and Stopping Power M16 from CoD 4) Having fast time-to-kill items is what ruins online games because dying due to a single push of a button from someone doesn't have good counterplay.

I still don't understand why Riot wants to cater to the kind of people who want short, but unfun games.

JMoormann1 votes

Source? Seems like a weird quote

Hawkefire1 votes

Which is downright stupid considering American Football games last on average over 3 hours

Now I wouldn't want my league matches lasting that long, but having them last longer than they do now, especially if it improves the overall gameplay and flow of the game, would be a net positive imho.

ahferroin71 votes

The issue isn't individual game time, it's match time. League (sensibly, because people do just have bad games sometimes) does best of 3 for most matches in tournaments, and best of 5 for the finals (and possibly semi-finals).

45-minute games plus 15-minute intermissions. That's 2 hours expected length for a best-of-three match, and 4.75 for a best-of-five.

American football is also not a great example, because:

  1. A lot of the time there's no action. Between the multiple timeouts, halftime, and the fact that they stop the game clock for damn near everything, there's a decent percentage of the time you don't have to pay any attention to what's going on. In contrast, you need to focus on almost everything in a game of league, because there is no timeout, there is no halftime, and the game stops for nothing (except power outages and server failures).
  2. Missing a single play rarely means you miss a significant part of the game. Every play still matters, but it's not likely that you missing one means you just missed what won one team the game. Every single play has significantly higher potential in League though to be the one that wins the game.
  3. Actually watching a football game in person is pretty significantly different from watching it on TV (or online). In contrast, you gain very little by watching a pro game of League in person, because you're still seeing essentially exactly the same thing the person sitting comfortably in their chair at home streaming the match is.
PowerSlave9931 votes

You can't do anything about it. LCS plays and China internet caffes make these fast games...

PowerSlave9931 votes

You can't do anything about it. LCS plays and China internet caffes make these fast games...

Marshbouy27 votes

Because god forbid it takes any effort to take any turrets down.

I mean, I guess you can argue that it takes less time to get to an inner turret than an outer turret from respawning therefore outer turrets should have the most health to last longer, but I still don't like that explanation.

Ionian Vulpix12 votes

I've said it before, I'll say it again. It is harder to take down a Super Minion wave than it is to take down the nexus turrets. God help you if they have Baron too.

remakoro2 votes

atm many characters can just ignore backdoor protection and 1 on 1 t3 EVEN if they have 0 armor items. the fuck is that shit?

Requiemsfire11 votes

Because the inner turrets are the easiest to defend, compared to the outer turrets.

https://puu.sh/AZUOC/c017c1f041.png

Compare the distance it would take to travel between turrets from top to bottom and the inner turrets are so short,

Blaene1 votes

This explanation makes a lot of sense. This is very true and a good observation.

AMADEUSdotEXE7 votes

I literally just 4 shot 3 turrets in a row and won as Jhin last game within a minute. The turrets on TT are fucking horrifying compared to this shit.

ModAcademy Kayn5 votes

One could argue the point of Outer Walls is so the inner defenses are never breached in the first place. Why have a weak front line, and stronger inner walls? Should they get through the first wall, and get stopped by the second, than why can't you just use the resources from the second wall to not just make a better front wall, so that they can't get through the first wall to begin with?

Castle building thoughts.

AnAggravatedPimp3 votes

IIRC it's about game length. To stop the enemy team from turtling until they can swing an advantage and counter push into your team which turtles until they can swing an advantage and so on.

Weaker inner towers means that games end easier

koshkyra21 votes

{quoted}

IIRC it's about game length. To stop the enemy team from turtling until they can swing an advantage and counter push into your team which turtles until they can swing an advantage and so on.

Weaker inner towers means that games end easier

That argument is literally just "we want to remove all opportunity for teams having a comeback"

AnAggravatedPimp4 votes

{quoted}

That argument is literally just "we want to remove all opportunity for teams having a comeback"

More like "we don't want games to extend into the 60+ minute mark because teams couldn't push and end"

Comebacks are one thing, repeated back and forth combacks get grating.

koshkyra3 votes

{quoted}

More like "we don't want games to extend into the 60+ minute mark because teams couldn't push and end"

Comebacks are one thing, repeated back and forth combacks get grating.

The point of the comeback is that you get a good enough lead on the enemy that they cant have a comeback of their own.

AnAggravatedPimp3 votes

{quoted}

The point of the comeback is that you get a good enough lead on the enemy that they cant have a comeback of their own.

Which is why Turtling is a thing, so that if the enemy has a lead, like baron buff, the opposing team can recover. If towers got progressively stronger, then turtling becomes more effective the closer to base they opposing team gets until it takes a serious commitment to drop one.

As it is now, with weaker inner towers, if your team is winning, the enemy team has to outplay you and cant fully rely on their tower strength to keep you out of their base.

MYSTlCFLOW3 votes

because how fun would it be to have ur enemy all be 1/20 hp, run to fountain to regen 100% hp knowing that their turrets won't suffer a whole lot then come back and wipe you.. not much "outplay" or "skill" to run to fountain without risking a turret

also then ziggs would be so overpowered he takes turrets down at 30% hp with his W

ZackTheWaffleMan23 votes

Ziggs could be nerfed as compensation.

MYSTlCFLOW1 votes

{quoted}

Ziggs could be nerfed as compensation.

but league of legends is already in favor of losing teams.. with the map getting smaller the farther u push in giving enemy less distance to get from turret to turret, teams behind also group more while ahead teams get caught out, there's also shut down gold.

PB4UAME9 votes

You should look at what happens to minions when you have leads. The auto pushing inevitably does damage to the defending team's structures and takes their attension and focus away. Not to mention, by its very design and the fact that kills reward you, and that you cannot earn exp or farm while dead make the game inherently favor the winning team. You're literally just saying the team that is winning, i.e. playing better already will somehow start playing worse because they're ahead, and the team that is losing is somehow more coordinated because they're losing? I really don't think you understand the dynamics at play here.

Chromatic Eagle2 votes

Well it’s like that in bronze.

Automated Riven3 votes

how else would you 1 shot a tower with nasus or ziggs. Someone has to help these champs out. /s

ShadowGlaive2133 votes

I think straight up buffing turret health, especially to the degree that you're suggesting, would be overkill and result in a lot of turtle strats that lead to uninteresting or not very interactive gameplay. Turrets should be strong enough to play around without making it impossible for the offense to make meaningful advances. Whether that's the current state of turrets or not has been and is still frequently debated.

My understanding is that outer turrets are strongest to ensure that there is a laning phase (how long that should be is also up for debate) so that champions that are supposed to excel in that phase of the game do get a chance to shine. I do not, however, understand why Nexus and inhib turrets were nerfed so hard considering they protect important pieces of your base and are your last lines of defense. The explanation they gave was:

"We want to give defenders something to feel good about when they do hold off a push on their base, while also giving sieging teams meaningful milestones other than just "tower destroyed.""

Taking an inhib turret or nexus turret and thinking all you accomplished was "tower destroyed" is a very shortsighted way of looking at it, considering what you really accomplished was getting an open inhib or open nexus for the rest of the game and gold to boot, what players choose to do with those advantages is up to them. As for the turret regeneration changes that were supposed to be compensation of some sort, I almost never witness them since these turrets rarely ever survive one siege. So it really feels like all we got were straight turret nerfs which means games end faster.

Unfortunately I don't see Riot reverting the 8.11 turret changes because I think they're afraid it'll kill the bot lane diversity we've been seeing (and which they seem to want to preserve), since stronger turrets favor marksmen who can siege safely and efficiently with their range and attack speed.

Pika Fox3 votes

Because its easier to rotate and defend turrets the closer to base they are.

ninjaroxas3 votes

Those numbers might be a bit too extreme

MorganFreemanBot3 votes

Back in ages pack, such as S4 and S5, closing games was exceedingly difficult. Most mages - but in particular Ziggs, Anivia, Ori, and Lux, could annihilate a full wave in a single spell rotation - or less.

This lead to situations where your team could clean up the 6 outer turrets and own the map, but you couldn't crack a turtle because you'd never get a wave near a turret. So the enemy team would farm up to equal strength and, in many cases, emerge more powerful due to how they could easily murder anyone who dared touch a turret.

This is why inner turrets are weaker; so that a comeback comes from outplaying / out-lasting an early game team comp. Not just having one mage who can insta-clear everything, stalling the game for 20 minutes easily.

Additionally, this is why Banner had magical damage immunity and why the new baron buff heavily reduced magical damage taken by minions. Those changes were SPECIFICALLY done to give teams options in these kind of scenarios.

Anin7773 votes

This is something I could never understand. In a castle, aren't the innermost walls the strongest? Are the soldiers in the innermost parts the elites?! Don't they use the best weapons?! SO WHY IN THE FCK DOES THIS EXIST THEN?!

Edit: We need nexus turret augments e.g one that kills all minions around then.

TempName548463 votes

i mean honestly it makes sense that the outer defense is the strongest, much like real castle walls.

DuskDaUmbreon3 votes

Because it's overall easier to defend them (due to their positioning and how much closer they are to each other, and because the Nexus turrets in particular are more of a combined threat (they hit twice as fast, hit stronger, and are right next to each other).

The closest turrets are also the only regenerating ones.

Tree Citizen2 votes

In this society, gold is given to the strongest, and the infrastructure of the land will crumbles because of it. This society also has no street lamps, jungle is dark. No life jackets near river. Not even a please don't hit nexus sign.

TheOmegaBear091 votes

Logged in just to upvote. Rito, please add "don't hit nexus" signs to SR

Breezey Boy2 votes

You are a fucking genius, and that was not sarcasm.

BigFBear1 votes

It makes no sense to make the Nexus turrets the hardest cause if enemy's are there game is 90% lost anyway, your team is frustrated and everybody want it to end, so they can go into new game. To make the higher tier turrets harder only makes already decided games unnecessary long and exhausting for everyone.

It sounds right in theory but i bet my account that you all would cry all over boards when they would do it so, cause games would become absolutely boring siegeheavy at the end.

GayFluffyUnicorn5 votes

And games are exciting now? Cheese out the early game and deathball the opposing team down? Get baron push wave and just wait for the turrets to fall because of how stupidly broken baron is? You don't even need to attack turrets.

KillerShim1 votes

I just noticed this, it should honestly be the other way around. The closer the enemy team is to your base, the more defense it should have. That's simple logic.

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