I think tower design would be super cool if...

allthemuslims··21 votes·1,078 views

The nexus turrets became super ridiculously overpowered to start off with. Then, for each inhibitor downed something bad would happen to them, and they would get stronger again when the inhibitors respawned. This would do 3 things: make it seem worthwhile to slow down a push into a base to take out extra inhibs, it would make the nexus towers actually deal meaningful damage sometimes (imagine that!), and it would have an immediate impact on a push when each inhibitor respawned. So here's what I'm thinking, and these are just first thoughts not what I think would actually be balanced. 0 inhibs down: Obelisk turrets. They both deal 1000 true damage/second pulsing 1 shot per second. Insane regen for the tower. 1 inhibs down: True damage still, but normal tower damage, still ramping. Higher regen then live and doubled/tripled armor 2 inhibs down: Loses true damage, keeps regen and defensive bonuses 3 inhibs down: Current Nexus turrets. Pathetic damage, drops like a brick. Bottom line- I feel like the nexus turrets should be a last rally point. A good place to have a last stand. Not two little homing noodles that barely even tickle your enemies while you watch you base fall. If this isn't the way to do it, then come up with some other way please. And as always have a wonderful day today, and thanks for reading (>^__^)>

12 Comments

Lord Dusteon10 votes

I don't think I'd play League anymore if taking one inhibitor meant you still couldn't even attempt to take the Nexus.

JustMyBassCannon5 votes

Double laser turrets is already actually terrifying. They mow down everything that's in range within a few seconds, even tanks. Let's not make them god-tier machines that make certain people really moan for the loss of the Fortify summoner spell.

League of Legends is a Tower Defense game, not a Tower Defense game.

The Tilted King1 votes

{quoted} League of Legends is a Tower Defense game, not a Tower Defense game.

fking lold

allthemuslims3 votes

{quoted}

Double laser turrets is already actually terrifying. They mow down everything that's in range within a few seconds, even tanks. Let's not make them god-tier machines that make certain people really moan for the loss of the Fortify summoner spell.

League of Legends is a Tower Defense game, not a Tower Defense game.

https://www.youtube.com/embed/SQWNunKcfqY Skip to 57 seconds I see your point, those lasers are terrifying, I was wrong Kappa -____-

JustMyBassCannon2 votes

1 laser turret on a fully-built, Health-stacked, Cinderhulk, ulted Nasus.

He has nearly 6000 HP. In addition to getting shielded multiple times and having Lifesteal, you're not going to see his HP go down fast.

It's nice to know I can make a statement, and some salty bitch will make the most hyperbolic, straw-man argument possible to "counter" what I said.

allthemuslims3 votes

First, you said the towers mow down anything... even tanks. So I wanted to show an example where it wasn't true, with a splash of humor supplied by the video. Second, the point I was making above wasn't really about the balance of the towers (but I do feel they need a 1st tick damage buff) but to give them a new interesting mechanic/design that can be played around or can make for really cool comebacks if you ignore them. I thought making towers and inhibs more influential would be interesting, and designed a set of mechanics that seemed fun. Third, Big Doge isn't in the video. He's a Sion with no lifesteal and a self shield. And no Nasus ult.

JustMyBassCannon2 votes

{quoted}

First, you said the towers mow down anything... even tanks. So I wanted to show an example where it wasn't true, with a splash of humor supplied by the video.

It really wasn't humorous, though. The video is an utterly hyperbolic, rarely repeated scenario, and the champ was only under one turret. What you have is an extreme scenario, the exception rather than the rule.

Second, the point I was making above wasn't really about the balance of the towers (but I do feel they need a 1st tick damage buff) but to give them a new interesting mechanic/design that can be played around or can make for really cool comebacks if you ignore them. I thought making towers and inhibs more influential would be interesting, and designed a set of mechanics that seemed fun.

Except there are people who don't want to be forced to follow one and only one path of progress. "Oh, you want to destroy the nexus? Well, first you have to blow up all three of their inhibitors, or the lasers by their nexus will obliterate everything in sight. But to get to those inhibitors, you have to destroy three turrets apiece in three long, separated lanes."

Backdooring as a strategy will not work if the nexus turrets are tweaked, as you said, to start "super ridiculously overpowered," then scaling down with lost inhibitors. Literally the only viable strategy would be to blow up all of the inhibitors first.

Third, Big Doge isn't in the video. He's a Sion with no lifesteal and a self shield. And no Nasus ult.

Alright, that was my mistake. A Sion with full health building and Cinderhulk tanking a tower, with a shield scaled on his HP. Not like that's better, considering this one had 950 HP stacked on his passive. He was actually >5400 HP and not fully built, as he was holding a Giant's Belt in the last slot.

Old Man Teeto1 votes

Health stacking with 1 armor item gives the best efficiency for tanking turrets due to their natural penetration.

His build was weak against a properly itemized damage setup that wasn't insanely far behind.

Instead, he was insanely far ahead, and was only hit by Lux for the majority, then Thresh and finally Singed.

Thresh and Singed are low damage particularly when behind in the late game.

GAMES HAVE TO END. If that was a 5v5 with Sion tanking turrets in an even game there, the turrets would've been INSANELY impactful. That's the point of turrets, a swing in power in fights that gets WEAKER the longer the game goes on.

TLDR: If you're so far behind that you can't physically fight the enemy team under your turret, they should be able to do this to you.

TheI3igDaddy5 votes

No, you know what the Nexus Turrets need more than anything? An AOE burn.

Outer turrets have single, powerful shots, inner turrets have the shield, base turrets have lasers. The Nexus ones are still, of course, classified as base turrets, but I think they should be a tad bit scarier. The AOE radius wouldn't be HUGE, but it would be enough so that the towers can still drop multiple minions at once, instead of being stuck on a single super minion while another 15 or so rain down hell upon it.

Llanite2 votes

If one side is aced then game should end, I never see the point of having godly turrets that can hold a siege on its own.

junglerboy162 votes

cut the true damage, on any level, but I love the overall concept. I think making it riskier to just push in on a single inhib is a good thing, but having any turrets other than the fountain laser deal true damage is bad. Instead of True damage, it should just deal a % increased amount (no inhibs down=250% Current damage, taking an inhib reduces that by 50% current damage so that after 3 inhibs down it deals 100% current damage). I like having them gain regen as well when there are inhibs up, maybe something like 90 HP5, reduced by 30 per inhib down, only in effect when they haven't taken damage for 5 seconds.

SlytherinUmbreon1 votes

Towers doing actual damage? IMBOSSIBRU

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