Buffing towers would fix multiple other gameplay issues

Emerald Fang··105 votes·19,249 views
  • Games would last longer. Maybe that's not a "gameplay issue" but League used to have nice 40 minute games. That's what it was based on.
  • Because of that, marksmen would actually reach late game. The crit rework was nice but games last too short for marksmen to have any impact.
  • Lane phase would feel better, last longer, and allow players to focus on farming/trading instead of constantly leaving lane to skirmish.
  • Games would be slightly less snowballing, because towers could provide needed safety and could allow teams to secure picks/more gold and come back from the game if they fought under tower.
  • Tower-focused gameplay would be more prevalent, focusing on both solo sieging and team pushing.
  • Cheese picks become less effective (NOT the same as off-meta) because it's harder to force the enemy out of lane. (e.g. playing a cheese support to try to abuse enemy and get an early lead).
  • On the same note, melee vs ranged becomes slightly less oppressive because your tower is able to last longer and you can fight around tower.

My suggested tower changes (take any of them you want, they don't all have to go together; they probably shouldn't) Lane towers (T1 and T2) are now slightly different from inhib/nexus towers which I think adds a bit of fun and variety since you have to play around the specific tower abilities:

Outer Turret HP: 3,300 Outer Turret AD: 150 until 4 minutes, +5 per minute, 300 at 34 minutes (punishment for not rotating to clear outer towers is that they can clear minions significantly better later into the game) Inner Turret HP: 3,300 Inner Turret AD: 180 until 12 minutes, +5 per minute, 300 at 34 minutes Inhibitor Turret HP: 3,600 Inhibitor Turret AD: 240 until 20 minutes, +10 per minute, 480 at 44 minutes Nexus Turret HP: 4,000 Nexus Turret AD: 300 until 30 minutes, +10 per minute, 480 at 48 minutes

All turrets EXCEPT outer turrets will now ignore 40% bonus armor.

All towers gain a new item called "Battery Fluctuator:" "When this tower takes more than (10% of its maximum health) within 8 seconds it will gain 10% damage reduction. This is increased by (1/1.25/1.5/1.75%) for each additional (1% of its maximum health) damage, up to a maximum of 30%.

Additionally, inhibitor and nexus turrets would gain another item called "Bastion:" "Allied champions within 1200 units gain 4 - 10% damage reduction (depending on distance from tower)." This damage reduction starts at 4%, increases by 1% per 100 units closer to the tower, and caps at 20%. This helps tone down damage a little bit without drastically changing the whole game.

Finally, inhibitor and nexus turrets would regenerate much faster. This encourages sieges and pushes to remove the third of the tower instead of randomly stopping when enemies are nearby. Essentially, a third of the tower will regenerate fast enough where it will be completely replenished each fight (if not destroyed), so teams will push towards the next third of the tower health aggressively to prevent the regen, maybe even sacrificing lives for it. However, to compensate, the turret must have not taken any damage or dealt any damage for a certain time. Minions must be cleared to prompt the regen. This makes it so that teams that are extremely behind can't keep holding out by a thread, and it allows game ending when it is actually prompted (i.e. when one team is clearly ahead and the other team is huddled behind tower).

Inhibitor turret health regen: 10 per second, after out of combat for 5 seconds Nexus turret health regen: 30 per second, after out of combat for 10 seconds Note that each third of the tower HP would be shown much more clearly now.

To compensate for these buffs, tower damage dealt would be slightly increased. Physical damage users: (100% base AD + 115% bonus AD) (from 100% bonus AD) Magic damage users: (100% base AD + 70% AP) (from 60% AP)

74 Comments

Morgy Morgy35 votes

i want to actually feel safe under my tower so the enemy top laner with nothing but spectre's cowl cant dive me at full hp and get out alive

Starcraft243ver4 votes

That never happened.

Morgy Morgy10 votes

{quoted}

That never happened.

you really overestimate karthus' survivability.

Starcraft243ver1 votes

Just show me the replay and i'll be happy to trust you. Until then : it never happened.

Holgranth12 votes

I feel like there is an irreconcilable difference between people who want league games to be 15 min games like World of Warships, Overwatch and CoD and people who want the old fashioned 40 min Dota style games.

Emerald Fang7 votes

League is kind of designed around longer games, though, especially with marksman update. They don't gain power until 30 minutes into the game, so Riot likely wants to maintain longer styles of games.

HotS has shorter games for those who would want it. There's also 3v3 and ARAM.

Automated Riven4 votes

3v3 is fine for shorter games if they fix the many issues with the map and actually balance around it.

GayFluffyUnicorn15 votes

Then these people should play CoD and overwatch and not league. League has always been the middle ground between super complicated long ass game Dota and casual games like smite and hots. That inbetween is what made people love league. Very easy to pick up but also very hard to master. Riot in their delusion and greed alienated half the EU and NA playerbase in their attempt to take the whole market share.

Tomoe Gozen1 votes

{quoted}

I feel like there is an irreconcilable difference between people who want league games to be 15 min games like World of Warships, Overwatch and CoD and people who want the old fashioned 40 min Dota style games.

League games never lasted 40+ minutes.

NiceTryVi4 votes

You must not have played in season 4 or early season 5 then. Those games lasted a while, averaged like 40-45 min.

Holgranth1 votes

Season 1 and 2 frequently went 40-50 mins with half way balanced teams.

Tomoe Gozen1 votes

{quoted}

You must not have played in season 4 or early season 5 then. Those games lasted a while, averaged like 40-45 min.

I played League for 9+ years. League has never had games last 40+ minutes on average. If they did, it was due to the scaling champ meta that's now long gone (for a reason).

NiceTryVi1 votes

Youve played for over 9 years? Thats impressive that you managed to play the game before it was developed.

giantZorg7 votes

That's pretty much what I would like to see in the next patch notes.

FutureCreator6 votes

Just give towers on Summoner's Rift the attack speed and AD of towers on twisted treeline, while keeping the higher health. It would make them a lot harder to kill as they would clear waves faster and make early dives extremely difficult.

Q97BlackScorpion6 votes

Rito: we are looking into towers this patch some buffs in oreder to last longer ....nxt patch(HP of towers lowered)

Emerald Fang1 votes

Exactly my reaction XD

KnifeCat5 votes

Towers need to be buffed for the reasons you stated, and damage needs to be lowered across the board. Those are the two major gameplay issues in my opinion.

It’s absurd. You can have 5 people defending a tower and the enemy just melts it regardless while you can’t do a thing about it lmao. Back in the day 5 people under a tower meant you could defend it.

Automated Riven4 votes

Giving towers attack speed is a bad idea. It fucks up a ton of champions ability to cs under them. They need hp buffs and maybe bigger damage increases on subsequent shots. Tower dives should be doable. But if you fuck them up you get punished.

Also revert the armor/magic pen working on them.

Emerald Fang2 votes

It fucks up a ton of champions ability to cs under them.

It shouldn't if they know what they're doing. Melees take 2 hits, casters are 1 - shot - 1, sieges are 7. It wouldn't change how often to attack, it would just change when to attack.

It would make CSing under tower harder, yes, but it would be an expense of more durable towers.

HP buffs definitely.

Automated Riven2 votes

Champions with low attack speed wouldn't be able to keep up with casters. Being as how you have to attack twice before the tower does. It's hard on certain mages already. Adding attack speed to the towers will force them to miss minions under tower.

Damage buffs are better IMHO.

Emerald Fang1 votes

The only problem with damage buffs is that it can COMPLETELY screw over farming under tower because it would be super hard to determine how much damage each minion will take from the tower. IDK, I'll think of something though.

Automated Riven2 votes

That's incorrect. Towers deal a fixed amount of damage to minions. A tower damage buff won't effect damage to minions.

xelaker3 votes

I can't make big time lcs plays if some big, smelly ol turret making me think about consequences [slayer-jinx-unamused]

Poske2 votes

None of your suggestions is good. I wont go to in detail but basicly

** Towers do to much damage **

This was a problem for a while now, ever since Riot increased tower damage, however this issue was put under a rug due to stopwatch meta still allowing dives and then EVERYONE Seemingly forgot Riot overbuffed tower damage. Towers turtle bad players, minions should be bad matchup neutralizors not TOWERS yes minions are poor and dull at doing their job.. they need a rework

Specificly in 1vs1 Scenario TOWERS do to much damage. We shouldnt be punished for solo DIVING a fking target to a point where its impossible to do this for majority of roster without hard backfiring.

Towers should focus whichever champion did last attack. (Constant focus swapping) and This is where their damage should ramp, every time they swap attacks

So bassicly my changes make 1vs1 dives easier, while 2vs1 dives harder (Compared to live). This is how you improve a sinking game

Crit rework was garbage. Look I am not an ADC main but calling this crit rework nice is an insult to any Board member who posted a better rework suggestion RNG IS STILL IN league . A FKING COMPETTETIVE ESPORT MOBA

Your changes dont actually make games less snowbally.. this could easly backfire and result in losing team not being able to fetch even 1 tower due to towers being tankier

Tower focused gameplay is not fking good interesting funny or cool

  • Nothing more dull to watch and experience is high elo sieges, what you actually want is something to create teamfights

**And no melees get even worse with your changes because map would need more time to open up which GUESS WHAT HINDERS melee champions specially in this state where dives arent fking easy **

The whole old Maokai ultimate around inhibitors idea is So garbage idea that It makes me want to slap you for saying it

HURR DURR its 50 minute in a game. LETS FIGHT IN OUR BASE BECAUSE that where WE HAVE 20% DMG REDUCTION YAY!!!! OH WE WON A FIGHT.. LETS END IT

IF PEOPLE ARE SIEGING TOWERS WITH MULTIPLE MEMBERS GIVING UP OTHER SIDES OF THE MAP WAY TO OFTEN. **THEN MAYBE FKING TOWERS ARE WORTH TO MUCH ** You dont buff THEIR tankiness to prevent this issue, You reduce their gold

Towers should be worth less gold (Except inhibitors that shit needs to be actually worth a gold) (This is how you reduce snowball and have longer games) But what Do I know I only have 30 000 league games hitting chall multiple times.

Board ideas are as bad as live design team ideas

Emerald Fang8 votes

Besides the lack of grammar...

Towers do to much damage

LOL? Towers do too LITTLE damage especially later into the game. Try being a tank, ever... you can stand under tower for 30 seconds. If you're someone like Mundo you can permatank tower with ult active...

Towers are SUPPOSED to do a ton of damage. They are safety nets. You shouldn't be able to dive at level 3 and survive. Maybe my suggestions are too powerful, I'll change them.

Board ideas are as bad as live design team ideas

But if you think that you could do better, please go ahead.

GayFluffyUnicorn2 votes

Towers are way too punishing early game and too shit lategame what he says about the 1v1 is totally right. There is nothing more frustrating than all these mundos, maokais etc. going for every bad trade and then just sit under turret for 10 mins free farming and you never get to punish them. 1v2 towerdives on the other hand are too easy and hardly outplayable at a certain stage of the game which is still very early.

Emerald Fang1 votes

You might be right about "too punishing" but I think that's more in terms of accidental turret aggro than 1v1's. You aren't supposed to 1v1 under the enemy's tower...?

It's just too binary right now, 1v1's are impossible but 1v2's are too easy.

Automated Riven1 votes

I dive people under towers solo all the time. Just learn how to judge your own damage and know when it's possible. You should not be able to dive a champion who is the same level and full hp. Towers are there to defend that person and keep you from snowballing infinitely. If you wanna win the lane learn to manipulate minions.

Poske1 votes

{quoted}

Besides the lack of grammar...

Do say where my grammar is an issue? I bet I speak english better then most of you Americans

LOL? Towers do too LITTLE damage especially later into the game. Try being a tank, ever... you can stand under tower for 30 seconds. If you're someone like Mundo you can permatank tower with ult active...

And what exactly is wrong with that. Mundo does Regen... Try being a squishy and tank more then 2 tower shots lategame without outright losing a game

Towers are SUPPOSED to do a ton of damage. They are safety nets. You shouldn't be able to dive at level 3 and survive. Maybe my suggestions are too powerful, I'll change them.

No towers arent supposed to be a way for a bad players to turtle which is how sadly nowdays it is

I never said that you should be able to dive at level 3. Even if you reduce the tower damage in half you still cant dive at level 3

But if you think that you could do better, please go ahead.

I made extremly big threads on how I would rework league really dont feel like posting those again.. Feel free to track my history

The Space Cowboy2 votes

Not in love with your specific suggestions, but you’re on the right track with buffing towers. It will totally make the game more fun for the majority of us. Who cares about the crowd who wants 15 minute games. Make them a game mode or just don’t worry about them. They don’t have the attention span to stick with this game long enough to buy lots of rp anyway.

Dayngerus2 votes

AKA make the game boring again.

Emerald Fang6 votes

How so? League isn't meant to be kill-focused necessarily (at least SR isn't), it's theoretically supposed to be objective-centered. Making them not paper towels would put a lot more significance on them.

InfinitexMortal1 votes

Wait......Those clumps of wet toiletpaper that shoot spitballs at you are supposed to be towers???? [garen-swing]

But yeah they need buffed especially dmg and make them not fall from 1 death in laning phase. Riot wont do it tho. Last season the told me they were "buffing towers slightly" even though what they were doing was making them more squish.

Emerald Fang2 votes

Yeah they just hit t3 and t4 with a nerf, it sucks :P

stone the blacks1 votes

heres an idea: armor/magic pen no longer effects towers

Emerald Fang1 votes

Unfortunately I think Riot just added a patch that made armor/magic pen affect towers :P

Automated Riven2 votes

If by 'just added' you mean like a year and a half ago, your correct.

Mokuto Bunshi1 votes

Dont hate the messenger but riot has started they dont want to do this ONLY because a longer laning phase means champions coming out of lanes with bigger snowballs. (Take that with a grain or two of salt, this is paraphrasing and I don't know if I agree with it).

My Waifu Vanilla2 votes

They aren't wrong though. People make the mistake of taking towers early all the time as lane bullies. When I go top against Teemo or a lane bully I WISH he would take my tower because that means minions are ALWAYS on my side of the map and I can literally freeze it there and free farm to catch up since if he DOES keep going my jungler has like 3 more paths to gank from and he has a LONG way to go back to his tower. The tower gold is meaningless if you are a dedicated laner (like Teemo) when you could keep the tower there and FORCE your opponent to stay in lane and zone him off of EVERY creep. What's better? A sudden burst amount of gold or denying the enemy laner another like 30-40 cs by keeping the tower there for another like 3-4 minutes while you are ahead getting every creep because the wave is close to the middle and you CANNOT be contested?

N631 votes

I think first tower gold is a stupid Idea, whohoo I stomped my lane because I counterpicked the enemy with the help of the RNG first pick in lobby, guess I win the game now because I got 1k gold for taking a turret out!!

RookPusher1 votes

My name is RookPusher, and I approve this message.

Bogdan19451 votes

The inhib and nexus turret changes , more specifically the dmg reduction aura would make games impossible to close without a stomp and or baron buff (do you realize how massive 4-20% damage reduction is ? ), and there's no need for compensation damage buffs , if anything , i'd give turrets across the line 1k more hp than what's here to better distinguish champions that have strong tower pushing from people with weaker tower pushing

Kavren20551 votes

Towers should deal true damage or partly true after 3 to 5 consecutive shots

Add921 votes

Add to that to Buff Baron again . it was perfect when they buffed it , no idea why they reverted the buffs .

It was an actual hard objective to get and thats how it should be .

boulhyalmoujahid1 votes

maybe make first lane towers tankier to have a longer laning but increasing their damage will just destroy the fun of laning

Sasogwa1 votes

My concern is : How hard would this screw up lasthitting?

Emerald Fang1 votes

Not much, since minions already take a fixed amount of damage each towerhit. The aura would make it more difficult but not impossible.

CapnMorganFr3man1 votes

Honestly outer turret damage has always been in a pretty decent spot; the real issue lately has been alot of high mobility champs (Zed Leblanc Irelia) that can drive by burst squishies in a couple of seconds without taking much turret aggro OR champs that just ignore turret aggro completely (Vladimir MasterYi.) They need nerfs sure, but buffing turret damage won't make it any harder for these champs to dive you and it just kills other fairer eg champs' lanes completely. Really the only thing turrets need are an armor/hp buff so dying once in lane doesn't mean you lose your turret despite it having full hp.

aaaustindestroy11 votes

I think instead of ignoring 40% bonus armor it should deal %maxHP damage, split between physical and magic.

That way, bruisers can take like 2 or 3 hits but more than that is a bit much, and tanks are useful for sieging again.

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