Can we make turrets do damage based on what you do?

LatetotheRace··2 votes·499 views

If you have AP, then the turret does 10% of your AP extra damage per hit. If you have bonus AD, then it does 5% of your bonus AD per hit. This is not to replace anything that exists currently, it's to add onto what we currently have. (That and return the turret shields.) "Do what you will with the scaling, they only exist for the concept."

20 Comments

Quepha3 votes

Gonna need a pretty good justification to punish players for doing well.

LatetotheRace2 votes

Playing safe should be a fall back option. If say... LeeSinEvelynn Hecarim gets ahead early, and he/she/it gets ambitious and dives bottom lane. This gives the "underdogs" a better chance of surviving.

Quepha1 votes

{quoted}

Playing safe should be a fall back option. If say... LeeSinEvelynn Hecarim gets ahead early, and he/she/it gets ambitious and dives bottom lane. This gives the "underdogs" a better chance of surviving.

Playing safe IS a fallback option right now, making towers stronger against players that are doing well makes it so there's no actual point to trying to do well.

LatetotheRace2 votes

-says is option, and says that it's not. What I just read is that you support the notion of playing safe, but apparently don't support any changes to make it actually "safe." As it stands a tank support can just about tank for a fed ADC and kill both enemy bottom laners. If you throw a diver jungler in there too they're toast. When the sup backs out the jungler tanks and everyone lives. There needs to be more to this.

Quepha1 votes

{quoted}

-says is option, and says that it's not. What I just read is that you support the notion of playing safe, but apparently don't support any changes to make it actually "safe." As it stands a tank support can just about tank for a fed ADC and kill both enemy bottom laners. If you throw a diver jungler in there too they're toast. When the sup backs out the jungler tanks and everyone lives. There needs to be more to this.

As things stand in the game right now, today, the towers work as safe haven if you play safely but can be beaten with coordination, which is how this game should work.

You proposed a buff to tower strength without establishing that a buff is needed, you proposed a buff based on the strength of players such that the towers kill squishier dps even faster than they already do and also deals more damage to players that are doing well.

Note also that, in the situation you describe, your buff does nothing, so apparently you also think that tank supports should be good at tanking tower shots. Your change would actually make tank supports much better and more common than they currently are because they would be affected the least by this change.

LatetotheRace2 votes

"Note also that, in the situation you describe, your buff does nothing" Well duh. I wasn't attempting to make some elaborate lie to make my turrets look better. This 100% goal of this change is to make the game much more intentional and thought out so that little fed brain deads can't just swoop in and out of turrets like they're nothing. There has to be a designated tank if ANYTHING is going to be accomplished. As I stated in my original post, the goal is to punish hard divers for trying to force the game a long at a much more exaggerated rate due to them being only marginally ahead in the game.

Doctor Jarvis2 votes

Why is the number higher for AP when mages need to build way more AP to get the same bonus as AD champs get from AD?

LatetotheRace2 votes

Because in most cases Mages/AP champions can burst significantly higher and faster than their AD counterparts. That being said,the numbers are only an example and are more than up for debate.

Elite4Runner1 votes

So a tower is extra punishing for a player who builds nothing but offensive stats, and still does little to players who build only defensive stats?

LatetotheRace2 votes

Consider this, marksmen and mages rarely tank turrets in good games. -aggro juggling- This is mainly to protect poor performing players from fighters diving them like it's free gold.

Elite4Runner1 votes

{quoted}

Consider this, marksmen and mages rarely tank turrets in good games. -aggro juggling- This is mainly to protect poor performing players from fighters diving them like it's free gold.

Yeah, I'm not sure if you saw my reply to another comment earlier, but I'll copy/paste it for ya just in case.


"What if towers scaled damage to champions based on the number of enemy champions within range?

I definitely wouldn't increase it by too much per champion, but just enough to hurt during tower dives."

IcyPepper1 votes

Wow, the AD favoritism is kind of obvious with that scaling.

LatetotheRace2 votes

-first numbers are never permenant. Do what you will with the scaling, they only exist for the concept.

Qepu1 votes

Don't really agree with this but I do agree towers need some more buffs later through the game, 12 minutes in you can get turret dove by someone with one tank item such as sunfire and they can sit under turret and kill you with full health and walk out with half their health.

Elite4Runner1 votes

{quoted}

Don't really agree with this but I do agree towers need some more buffs later through the game, 12 minutes in you can get turret dove by someone with one tank item such as sunfire and they can sit under turret and kill you with full health and walk out with half their health.

What if towers scaled damage to champions based on the number of enemy champions within range?

I definitely wouldn't increase it by too much per champion, but just enough to hurt during tower dives.

Akenero1 votes

And what of high tower damage champs like nasus? Or high attack speed like jinx?

LatetotheRace2 votes

Jinx reaches 300 AD, and Nasus is a tank. I will refer you to a previous statement of mine. "Consider this, marksmen and mages rarely tank turrets in good games. -aggro juggling- This is mainly to protect poor performing players from fighters diving them like it's free gold." So neither of them are particularly within the scope of my suggested change.

5050BS1 votes

No No

If you WERE going to add some mechanic based on what you are doing it should be based on the damage you are doing to the Turrets Allies

So if you are attacking a Champ under turret it should move to you and apply a 30% slow and attack 20% faster. If you are attacking Minions it ignors you. If you are attacking the turret it self it should do 30% more damage.

LatetotheRace2 votes

I'm trying to make diving harder, not impossible.

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