The buff Turrets actually need

Salson··18 votes·1,241 views

Conditions: -Your champion is within turret range -The number of visible enemy champions in 1000 range of the turret in greater than the number of allied champions + 1

Effect: -Your champion gains +20 Armor/MR

This buff will have no effect on the standard laning phase. It would simply give players a little bit of power when on the receiving side of a gangbang/camp/premade abuse.

Edit: Some possible balancing factors: -Bonus resistances for ranged champs lowered to 10/15 -The buff goes away at 15-20 minutes

16 Comments

Hibeki12 votes

Eh, 20 mr isnt going to make or break a 2v1 unless some seriously bad plays were made.

What it really needs is extended range from ranged attacks aggro. Really tired of sitting next to my turret and ranged characters can poke me freely.

Salson1 votes

It's not really supposed to be a big difference. Mostly just ensures 2 more turret shots at levels 1-5 and 1 turret shot 6-10.

The goal is to lessen the effect a Jungler has on the lane outcome without hurting the Junglers themselves.

Hibeki2 votes

Its not going to ensure either to be completely honest. MAYBE if youre lucky, 1 turret shot. Ever. 20 MR and Armor is actually nothing in a 2v1

GodlyBane1 votes

20 armor is worth 400 gold. 20 MR is worth around 400 gold.

good deal if u ask me..

LankPants8 votes

Personally I'd just like to see towers made more threatening in and of themselves.

Give them some bonus damage VS champs and significantly buff their durability IMO.

Kitten of Evil6 votes

It does fit the "turrets protect you early" that is sorely missing from current design, but I'd like to see something different:

"Turrets now focus the enemy champion that an ally champion is auto-attacking." This would still allow for some siege and wouldn't change 1v1 dives but it would prevent the common scenario of an enemy jungler tanking 5 tower shots while their ADC/support guns you down.

Tower dives are supposed to be risky. Make them risky.

SpiritOfOdysseus4 votes

This would reward players for turtling under their turrets with ranged champs (something that ranged champs do too well at times anyway)... Sure melee ones would do it too, but they cant even throw a stone compared to ashe/Quinn/etc etc

Salson2 votes

Fair point: Bonus resistances lowered to 10/15 for ranged champs.

Azeranth1 votes

Turtling is countered by proper wave management. I would love to see some power returned to intelligent wave control

Eedat2 votes

Best part is that it would work practically identically to Irelia's passive so a lot of the coding is already done. Just need to tweek it a bit

DemonBoneJangles1 votes

my suggestion

Condition: Number of enemy champions equals allied champions +1 inside turret firing range Effect: turret changes targets to the enemy champion nearest the allied champion (the melee diving you not the lucky joe who landed the auto from outside range) and will attack that champion until they leave range or the number of enemy champions equals the number of allied champions

AirKingNeo1 votes

So make Elise useless with a band-aid fix rather than fix the issue and make bruisers and assassins suck. Why?

bañ1 votes

the should just bring back the fortify summoner spell

LordGeovanni1 votes

No squishy low health champions deserve to get dived. play high risk champions get high risk dived. Defense on fighters just needs to be stronger and same for tanks if damage doesnt get nerfed.

GodlyBane1 votes

yes

Remlap12231 votes

I'd much rather that bonus be added to towers themselves. I have no problem with a 4 man cheese dive as long as it's only for a kill. The problem is after that happens everyone gangbangs the tower and its an automatic first blood.

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