I love how Riot never mentioned the tower aggro changes

Jefftiffy··2 votes·2,145 views

So it takes yout 1-2 games to figure out that you can't attack someone 2500 units from their tower while under their tower and still take aggro. Rip long range champs for zoning people.

It wasn't even documented or even mentioned. Like come on Riot I shouldn't have to play detective over a huge change like this.

12 Comments

Luxs Destiny2 votes

This was mentioned in both patch notes and in the PBE changes, mate.

Jefftiffy1 votes

{quoted}

This was mentioned in both patch notes and in the PBE changes, mate.

I went over the patch notes. No part of the tower section says anything about tower aggro changes.

Turrets Two years ago we made Inhibitors and Nexus turrets shoot laser beams instead of laser bullets. We're reverting that change from back then in order to streamline the way turrets attack across the board. NEW? LASER STUFF Inhibitor and Nexus turrets melt enemies with lasers ⇒ fire laser bullets like all other turrets We’re standardizing the damage turrets deal to minions to ensure last hitting under turret isn’t changed with the minion health changes above. (Last-hit after one turret shot for casters, two for melees—in case you didn’t know.) DAMAGE TO MINIONS Turret bullets now deal a fixed percent of minion max health: MELEE ~45% health per bullet RANGED ~70% health per bullet SIEGE ~14% health per bullet SUPER ~5% health per bullet

Brain Errör 4043 votes

This was done a few patches ago, not the current patch. That's your fault for not keeping up with them. Check around the 6.15-6.20ish patches, I believe. It may be even before that, as well. I'm not 100%.

Jefftiffy1 votes

[{quoted}](name=Media TM,realm=NA,application-id=3ErqAdtq,discussion-id=mHEQNgmw,comment-id=000000000000,timestamp=2016-11-13T04:09:43.243+0000)

This was done a few patches ago, not the current patch. That's your fault for not keeping up with them. Check around the 6.15-6.20ish patches, I believe. It may be even before that, as well. I'm not 100%.

Looked back pretty far it was 6.17. Quite honestly it never should have been changed. Maybe like 50 units but wehn tower attack from 775 range why the hell are they are targeting someone for hitting someone double that distance away. That is utter BS and completely discourages fighting anywhere near a tower. And the reason towers are shitty right now is because of how shitty the aggro system is when people swap its target or reset its attack. I could see targeting someone for hitting an ally up to 1k away but 1400 is pretty fucking far.

The tower aggro system combined with how little damage they do is why they are garbage not their targeting when someone is getting killed a mile away.

Brain Errör 4041 votes

I do agree, it was a pretty bad change. Being able to Zone an enemy away from their tower range was a much needed skill, but you know rito. "We want to limit snowballing in the game" -- "BUT WAIT! Teamfights take too long, they're too boring, we need people to blow up... lets add more damage elements to the game" -- "Wait, not enough snowball requirements. Let's add more snowballing themes to the games! Let there be.... ELEMENTAL DRAGONS!"

So forth, so on, ya know?

DrCyanide1 votes

It prioritizes actually taking down the tower over harassing the enemies.

I've been maining Xerath this season, this change was a little odd to get use to, but it's not so bad. Most of the time you're sticking to your team's side of the turret and they've backed way off because they don't want to chance being hit, so even if you graze them you've only got a short way to get out of range.

Big Lincoln2 votes

still worse for melees

if i Darius and force them off from turret i still can't go to hit it until the bleed ends or they die

Slythion2 votes

This was mentioned in the patch notes several patches ago...it's taken you more than "1-2 games" lol

Jefftiffy1 votes

{quoted}

This was mentioned in the patch notes several patches ago...it's taken you more than "1-2 games" lol

It's not very often that it comes into effect if you dive intelligently. It just feels like it discourages zoning more than diving. Which is ironic considering that was what the change seemed to be trying to fix (the problem of towers not being safe places). Diving intelligently makes this almost never occur. And when it does happen you assume it is a bug until you see it again. And when you have been playing the game for 3 years and it has never once done that before and there was almost no real reason to change it that much.

Seriously if you stand on the max range of a tower and they stand at your near max range as Caitlyn you are still going to get targeted if you hit them. Which is kind of BS when you already have abandoned your tower by that much. If you really want to discourage diving make the towers reduce your damage as they ramp up or improve their AI to combat tower juggling. Like do not let them drop a shot on someone once it has locked on. Don't make the towers have an awkward .1-.15s where the shot can get canceled because it was AS capped. Make it so that whenever it swaps target it gets an AA reset of sorts.

Slythion1 votes

wait...let's make one thing clear:

the range of the tower's attacks were/are not increases

meaning that if you harrass an enemy while outside of their turret's range, you'll be fine. It's when you harass an enemy (that is outside of their tower range) while you are inside the enemy tower's range that it actually targets you.

Now I don't personally know why or have an opinion on it's effect on the game, I'm just here to clarify any confusion

Jefftiffy1 votes

{quoted}

wait...let's make one thing clear:

the range of the tower's attacks were/are not increases

meaning that if you harrass an enemy while outside of their turret's range, you'll be fine. It's when you harass an enemy (that is outside of their tower range) while you are inside the enemy tower's range that it actually targets you.

Now I don't personally know why or have an opinion on it's effect on the game, I'm just here to clarify any confusion

It shouldn't though. If I zoned them completely from underneath their tower they don't deserve to get anything extra to defend it. I understand giving someone a bonus for being under tower but for losing control of your tower you should not be given a benefit. This isn't supposed to be a welfare game. If you get ahead you need a way to stay ahead. Forcing people off their tower is IMO a correct way to emphasize this. Encouraging you to run from your tower is not a good thing for the game. If you want the tower to help you, you need to stand with it at the very least within like 100-150 units of its max AA range.

Meep Man1 votes

Im pretty sure this was actually put into the game a couple patches ago. Like 3-4.

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