Why don't turrets hit for True Damage?

BlizzardMOBAsoon·3/21/2015, 5:09:11 PM·33 votes·3,541 views

So like, why do turrets not hit for True Damage?

You know... so that aggressive champs can't just dive in and have coffee for 5 minutes without dying.

37 Comments

67chrome3/21/2015, 5:55:47 PM20 votes

So like, why do turrets not hit for True Damage? You know... so that aggressive champs can't just dive in and have coffee for 5 minutes without dying.

It's so tanky champions can actually be aggressive, rather than just champions with exceptional range, mobility, and bursts of defense.

I mean really now - you're ok with Annie Blitzcrank Ezreal Fiora Brand Heimerdinger Kayle Leblanc Lucian Nidalee Twitch Varus Caitlyn Ziggs Zilean Lux Cassiopeia

killing you under a turret, but Darius Garen Leona Amumu Rammus are crossing a line? The only champions that actually have to build there defensive mechanics through itemization?

Sona Ping3/21/2015, 6:00:00 PM6 votes

A Red would have to comment on this to give their specific reasons, but I believe it's probably due to gameplay reasons, specifically stalling games.

Turrets are designed to be tanked to an extent later in the game, for fighting and closing games. If turrets had a significant increase in their damage, effective damage or flat, then the ability for a teammate to tank the turret would be reduced and all those times where the two teams are just dancing around the turret poking at each other would increase and draw many games out longer. By being unable to fight under turret, that would leave them standing by the turret clearing each other's minion while one team's minions slowly chips at the turret. The interesting thing is that it would increase the need for split pushing and who knows how that would play out globally.

Another interesting is that it would buff choices like Cho'Gath, Mundo, Sion, Garen and Alistar. Biggest buff Alistar has seen for years. and like Idoki said "League of Wamogs". lol

In regards to tower diving: The thing is, when you make something harder for everyone across the board, the ones that are best at it are affected the least, something Riot didn't realize when they made changes to the Season 5 jungle. The aggressive tower divers would still do it well with, with the most able tower divers like Zed and Fizz do it even better with their ability to do significant damage under tower while only taking as little 0-1 shots themselves.

idoki3/21/2015, 5:28:18 PM5 votes

Because then it'll be a League of Warmogs all over again and then Rito will buff item 3153 and then it's season 3 all over again and oh god pls no ;_;

On a serious note, this will really decrease the value of armor and discourage players from making risky plays (dives, all-in's, etc). Dives are part of the game: if they work you deserve your reward, if they fail it's up to you to make up for it. If the purpose of aggressive champions is to be aggressive and make aggressive plays, what will be left from them if you take those from them?

Sire Hippington3/21/2015, 6:06:32 PM4 votes

why prevent tanks even more from actually tanking? I'd rather see the base damage increased, so squishys can't tank 2-3 towerhits for free, or a adc with BT tanking towers as long as he attacks...wouldn't mind mixed damage though(50%phys, 50% magical)

also, why not move the curre tly usless shield from inner to outer turrets, granting a bit high shield for melees, (like 60hp shield on tower, 50+5xlvl shield for champs, increased by 50% for melees

this would allow to actually use the outer turrets as safty zone and help melees to atleast farm save underneath their tower. Towerdives wouls still be possible as you can kill the towershield and with that the champ-shield easily, but it's still aditional effort for towerdiving.

ReiAngel3/21/2015, 5:26:15 PM3 votes

if u havent noticed, turrent damage increases with every single shot it takes against the same target. But if there are say two champs against u and one is tanky, the tank may hit u first to draw away the turrents damage from the ad/ap champ while they....ahem....poop on you (only if thats the case).

Mathbalnase3/21/2015, 6:33:51 PM3 votes

The first two sets of turrets have 30% armor penetration. Not bad, but not great. A tank can expect to shrug off a few of these hits without too much trouble.

The next two sets of turrets have 75% armor penetration. So far as I can see, no champion in the game can get that much without outside help (in the form of Armor reduction, which, coincidentally, these turrets can also benefit from if your team applies it). Not even Darius packing a LW and BC. This is the next best thing to True Damage.

Valhalla Rising3/21/2015, 6:26:39 PM3 votes

where else would I drink my coffee?

+1 for making me lol

ZephyrDrake3/21/2015, 6:08:47 PM2 votes

i love how people always assume that "turrets dealing true damage = longer games/inability to tank" if you make turrets deal stupid amounts of true damage then yes but something like 5% of your max/current HP every few hits/seconds (let's say 3) would still make you able to tank them but not be "lolololol tanking for days and essentially ignoring the damage"

Athenes Lulu3/21/2015, 9:57:51 PM1 votes

If turrets are also tankier, so that one death doesn't necessarily mean your turret's automatically gone... that would be nice.

Especially botlane.

FantasySniper3/21/2015, 10:09:03 PM1 votes

Because it would make tanking towers pointless. They really just need to make it both magic and physical damage.

Tower diving is an intentionally viable strategy. The problem is when champs like Fizz or MasterYi can walk in, get a pentakill, and walk out without taking real damage.

Big Bang Bob3/21/2015, 10:56:41 PM1 votes

Make the turrets ramp up as you're under it or as long as you're last place in existence was under it, instantly firing a shot if you were under it long enough for it to attack if you remained targetable. This way, tower diving as champs who can become invincible or make them disappear from the game (MasterYi Shaco) more risky.

Other than this, they should simply deal mixed magic and physical damage. They don't need to do much more damage to tanks because tower diving under equal situations is still risky for them. The mixed damage would cause enemies to take more damage overall.

Ariel the Cruel3/21/2015, 11:18:48 PM1 votes

I don't necessarily think True damage is the solution.

I have more of an issue with lasers being practically useless. It takes almost 10 seconds to kill a cannon minion. Assassins can get a double kill and walk out without loosing even half health. They need either higher initial damage, or need to ramp up a lot faster. Right now they're little more than a minion wall.

Lore Ventus3/22/2015, 10:29:39 PM1 votes

Perhaps instead of true damage just add more mixed damage (as UPfreely stated), with a hint of grievous wounds or a DoT?

rG Thundrag3/22/2015, 10:51:05 PM1 votes

It would actually be better if turrets did mixed damage so magic resist plays some role in diving turrets vs AP's and also makes huge armor stackers still take some relevant damage, but that is just my thought on it to help against AP top laners to be honest.

Åron3/21/2015, 6:37:29 PM1 votes

I think turrets should do damage based on armor/mag-res.

UPfreely3/21/2015, 7:17:57 PM1 votes

true damage no, mixed damage yes

straight4free3/21/2015, 7:50:48 PM1 votes

So that you can itemize against them.

Next question?

JustMyBassCannon3/21/2015, 7:56:50 PM1 votes

To put it in the simplest way I know, League of Legends is not at Tower Defense game, it's a Tower Defense game.

MOBAs in general are about protecting your base while laying siege to the enemy's base. If turrets were unapproachable, there would be no advancement, or it would be entirely controlled by minion waves.

The game would be a hell of a lot more boring, too.

junglerboy163/21/2015, 9:11:54 PM1 votes

Short answer: So that tanks actually have a reason for existing.

Gank in Progress3/21/2015, 9:22:28 PM1 votes

because health would be WAY better for tanks than armor/mr then, and that would suck

Hellish Prophecy3/21/2015, 9:43:51 PM1 votes

I just wish turrets did higher damage in general. Or at least make the Nexus turrets much stronger. It just sucks knowing that a simple dive by a guy with 3000HP can result in 3 of our people dead no matter whether it's the tank or ADC, and the same diver can walk away so it becomes a 2v5 for 60 seconds. And they just tank the rest of it. I am really not satisfied with the damage the Nexus (note I say Nexus) turrets do. It feels too little. I think it should ramp up slower, but higher base damage maybe?