Please buff the towers.

The Great Duck··106 votes·2,601 views

Especially with the new Rift herald, you'd think it'd make sense. We don't need games to end in 20 minutes. Why bother with late-game picks? I really hope I'm overestimating that thing.

40 Comments

Blåbæret17 votes

Just had a gragas tank 7-8 turrets shots and didn't dip below 70%. This shit needs to be fixed asap.

GayFluffyUnicorn6 votes

I don't even mind actual tanky tanks to towerdive. I'm more sick of tops, jungler, any squishy being able to tank a few shots at level 4 with no problem.

Wráthful2 votes

{quoted}

I don't even mind actual tanky tanks to towerdive. I'm more sick of tops, jungler, any squishy being able to tank a few shots at level 4 with no problem.

Tsm hauntzer tanked 21 tower shots from the nexus towers still stayed above 50% hp....

LankPants2 votes

He was spamming shields and having 2 allies spam shields on him as a tank with over 300 armour. What do you expect to happen there? He gave the tower around 3k HP worth of shields to chew through, of course he's not going to take a ton of damage through that.

MunchCrunchLunch5 votes

{quoted}

Just had a gragas tank 7-8 turrets shots and didn't dip below 70%. This shit needs to be fixed asap.

if you watch lcs you can see a wild syndra tanking 7 turret shots and not getting to half hp at like level 9

Sp33d Zer02 votes

Source?

FiddlesOnTheRoof1 votes

Fake news. NO fucking way this is true.

Prestige Eve1 votes

It's actually true, among other champs with no resistance or health items eating multiple shots live on LCS. I remember there being one where Nautilus had no HP items or something very similar tanking around 12 shots at barely reaching half HP. It blew up on the game-play forums which helped bring more light to how weak towers are as a whole to the community. Of course, riot just ignored it.

FiddlesOnTheRoof1 votes

I'm not talking about naut. I'm talking about syndra taking 7-8 shots and not falling below 70% hp

Spoofghoul11 votes

I agree towers should be buffed.

I think one of the best ways would be faster out of combat regen in addition to being immune to penetration again. Being immune to penetration makes it only slightly harder to kill the towers for some champions and it would make them scale more appropriately with their defense scaling over time. But the better out of combat regen would encourage to keep up the pressure to ensure it stays in combat often enough to not regen a lot. While successfully defending it for extended periods of time, by keeping enemies and enemy minions out of it's reach to prevent it from entering combat, would reward you with a healthier tower.

This would promote interactivity, sitting under tower means it will keep entering combat, just shoving in waves won't be enough to take it down over time either so you will need to force your opponents off by diving/zoning/split pushing/ forcing to defend neutrals etc. So you can't ultra passively defend nor siege towers.

That being said

Herald ought to be a strong siege ability for your team It takes out towers which don't give a team any permanent advantage since the enemy team can take the same amount of towers regardless

Meanwhile drake gives permanent buff So it has to be a worthy trade, it has to pose enough of a threat when unleashed and not dealt with that it can actually take out your towers or it probably still won't be worth contesting for how buff the thing is to take down compared to drake.

Giving it a ''timer'' means it will be best to take out when baron is almost coming which will allow your team to setup a 1/4/1 using herald which is an interesting way of putting your enemy in a really tough spot which helps break turtling in the midgame.

Fondling Gems1 votes

Rather than healing I think towers should generate a personal shield over time when out of combat. It should be pretty slow so that pushing in waves over and over will still wear down turrets, even in the early game, but it would help turrets stand for longer so the jungler doesn't gank you then the jgler and laner don't 100-0 the turret before you get back to lane.

Having turrets be able to fully heal punishes people who get damage on turrets but then get pushed off before finishing it, as well as heavily punishing roaming. By making it a capped shield it allows roamers to negate a bit of tower damage while also not punishing them for roaming too long.

Maybe having the shield scale with game length so it is a fairly small shield early.

Pentarina Only6 votes

NO, NO BUFFS TO TOWERS. ARE YOU FUCKING CRAZY.

A Magic Dildo21 votes

Ahhhh poor Kat main! Wouldn't be able to tower dive anymore!

Pentarina Only2 votes

git gud

Synnx72 votes

[{quoted}](name=Pentarina Only,realm=NA,application-id=3ErqAdtq,discussion-id=kffdYlLI,comment-id=000900000000,timestamp=2017-04-17T00:12:53.898+0000)

git gud

git diseases

GGLineaR6 votes

Tower diving is fine when champs like Warwick are designed for it, but when every single person as every champs starts doing it, there's a problem.

Votable Jester1 votes

I've dived through two towers in a row as Xerath to finish off kills xD

Mind you that was around the end of the mid game, but it still felt stupid (took like 7+ shots?).

GGLineaR1 votes

Ever see a Ryze tank 5+ Turret shots and get away scot free even after somehow fucking it up?

Turrets are only getting weaker as the patches go on for some reason.

ZT Xperimentor4 votes

Twenty minutes? Count yourself lucky, most games I've seen are practically decided in 10.

Mech0p1 votes

Join my games... I usually end laning phase about 5-1 and go join my team who runs off by themselves pushing to 2nd turrets with no wards and hate to group... the last 4-5 matches ive played have been 40+ min which is why ive been leaning towards late game carries like kog and vayne... I just wish people would listen instead of thinking theyre gods who can take on a team 1v5

KoKoboto3 votes

Yeah especially with the tank update towers will feel even more useless Tanks should be able to tank towers but I imagine they will take negative damage now, kinda like how they already do but yeah

AirKingNeo2 votes

Easiest way to fix turrets is revert the a few of the changes that made them weaker and then a damage buff. Turrets are still effected by Flat Penetration for the simple fact of removing this will destroy a ton of champions and builds from Sieging. Don't worry, they'll still get a few changes to make them stronger and more sturdy.

  • Damage Dealt to Turrets per auto attack: 100% of your attack damage or your base AD + 50% ability power depending on which is higher --> 100% of your attack damage + 25% ability power. (Overall nerf to mage's pushing but fixes pushing for hybrid champions like Jax.) Subsequently, Ziggs's passive now deals 2.5x damage to turrets from doubled as compensation.

  • Inhib and Nexus turrets now shoot a laser again.

  • Turrets now get +30 Armor and Magic Resist, Bonus Armor/MR when no minions are attacking turret bonus lowered from 200 to 170.

SoyUnPrededor4 votes

I heavily disagree to damage nerfs only for AP champs to tower and not for AD. That is the complete opposite direction things should go, imo. We need more AP champions like Ziggs that can push and threaten towers. ADCs should not have a monopoly on ranged tower damage; especially when they already clear minions, champion and neutral objectives safer and generally quicker than other champion sub-groups.

AirKingNeo1 votes

So you're saying Ekko should take turrets as fast as marksmen does? Meanwhile hybrid champions, who happen to all be splitpushers, get the shaft?

Krinu2 votes

Another option would be to increase the power gradient between turret tiers. If the outer turrets were significantly weaker than inner turrets, then it would add in a natural brake to snowballing - sure, being a thousand gold ahead means you'll win most straight up fights at low levels, but a thousand gold won't do diddly squat if a turret shot from an inner turret at the seven minute mark knocks off more than half your health.

"First turrets protect you, then you protect turrets" is a decent idea - it changes them from obstacles to objectives as the game goes on - but right now the champion power delta from start of game to even the fifteen minute mark is so large that there's no way to recover from a loss, since turrets go from "dangerous" to "delicious candy" too fast. And yes, competitive games are generally better in an unstable environment (that is, games are more fun when securing a lead results in a genuine mechanical advantage), but it's possible to go too far, to the point where the entire match is decided by who gets first blood + first tower.

Increasing the power gradient between turret tiers means that if you lose the early game, you still can pull back, hunker under T2 turret, farm, and hope to recover. You'll lose map and objective pressure, sure, but you won't be demanding for the ability to surrender at 15 because of mid+jg gank bot lane that nobody noticed coming.

Sintama2 votes

It's disgusting being able to end a game when only 2 enemies are dead after 20 minutes and you kill first mid tower, second mid tower, mid inhib tower, both nexus turrets, and the nexus in ~30 seconds.

yesnobanana1 votes

I think it will be just a glorified tibbers [slayer-jinx-wink]

Volibear Boss1 votes

I dont mind, i can fear it. Volibear

At least i hope so.

50Shades0fTrynda1 votes

dont buff turrets, we just got used to them... make small changes , not drastic ones every time.

peace Karthus

Mech0p1 votes

I don't think towers need more hp, mr, or armor but I do believe that they can do a bit more dmg... When you have a lvl 5 ww dive you by himself take 3-4 turret hits blow you up and run away with 50% health that's an issue... If anything give them a bit of magic and armor pen for tanks or increase the dmg by a % for each tower hit you take

Khadaver1 votes

I want them to be tankier and attack faster

Sun Wu Ryuumoku1 votes

Especially with the new Rift herald, you'd think it'd make sense. We don't need games to end in 20 minutes.

its already the case

xelaker1 votes

it wouldn't be so bad but at the moment towers dont do damage and go down super easily as well. I wouldnt mind one or the other but not these wet paper towers

Ðroxx1 votes

towers need:

10% health true damage on first shot 20% health true damage on second shot 30% health true damage on third+ subsequent shots

Even though I main suppport tank, I think shots should do dmg equally. I shouldnt be able to sit under an enemy turret for more than 3-5 seconds.

DemainaNyx1 votes

I'd even argue 3-5 turret shots. Even if the first two or so shots were physical damage and then it upgraded to true damage, that would be something at least.

kwixxy1 votes

Honestly. Which one seems stronger; a blue amphibian whose strongest attack is smacking you in the face with a fish, or a giant, hulking tower meant to completely obliterate all who stand before it?

CrypticShantie1 votes

Yesssss. I've seen Riven take 3 tower shots while she was already below 25% health. On top of that, I've recently played a game where I got ganked and killed by a Graves (unlucky) then they proceeded to take and kill the turret like 5 minutes into the game. Granted we were pushed in lots but we never let them smack the turret more than once per wave. Then Graves comes and takes turret with support and ADC that early.

FiddlesOnTheRoof1 votes

Morde top lane- take rift herald. TP bot, take dragon, seige bot lane with Herald and Drake! RIP inhib at 9 minutes.

Paquay1 votes

Just an off-the-top-of-my-head suggestion, maybe keep turret damage the same against minions (since I think that's fine) but increase attack speed 100% and decrease damage 50% against enemy champions. Also, towers could inflict grevious wounds for X seconds when they hit an enemy champion. That way there is possibly an additional cost to diving other than "I got hit by two shots but reset turret aggro so now I'm good and don't have to worry).

vodrio121 votes

start with bringing lasers back....

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