Why do towers not deal %max hp to champions?

Teemodanegro··3 votes·1,233 views

Honest question... Why are 5k hp tanks with 200 armor allowed to sit under a tower for a whole 2 minutes and not die?

Turrets should do their base damage + max hp%(x) to target champions while they deal a normal amount of damage to minions.

Its fairly simple, Tanks shouldn't be able to neglect a tower hitting them over and over again.

45 Comments

Boulderox2 votes

the motto is SUPPOSED to be, they defend you early and you defend them late, but that isn't even a thing anymore seeing as they are paper thin when it comes to health...

Teemodanegro1 votes

Well, wouldn't an easy way to fix this is they deal %max hp against champions?

Boulderox1 votes

in theory, but that makes there early game weaker compared to a strong late.

Teemodanegro1 votes

You could lower the base damage on a tower and make it scale more on max hp...

All im saying is mid - late game. no one in the game should be able to tank a tower for 1min without dying or regretting the choices made.

CerealBoxOfDoom1 votes

{quoted}

You could lower the base damage on a tower and make it scale more on max hp...

All im saying is mid - late game. no one in the game should be able to tank a tower for 1min without dying or regretting the choices made.

why not

Teemodanegro1 votes

Because, Towers are a line of defence. If a team is so far ahead in gold or power or RAW strength they should be able to beat you no matter what!

But, having a hopeless tower try and work a tank down who is already ahead in huge proportions doesn't make sense, If the team is ahead then they should technically have the strength to take out the tower or win a teamfight regardless of their opponents front line.

CerealBoxOfDoom1 votes

{quoted}

Because, Towers are a line of defence. If a team is so far ahead in gold or power or RAW strength they should be able to beat you no matter what!

But, having a hopeless tower try and work a tank down who is already ahead in huge proportions doesn't make sense, If the team is ahead then they should technically have the strength to take out the tower or win a teamfight regardless of their opponents front line.

But whats the problem? If you want the tower to be useful then you have to do your part and keep the tank from benefitting from diving. If you can shove his team out because youre strong enough then not even alistar gets anything from diving

Teemodanegro1 votes

You're trolling me now.

If a tank is tanking tower while the other 4 people are killing your team and the tank isn't taking a relevant amount of damage then something is very very wrong.

CerealBoxOfDoom1 votes

{quoted}

You're trolling me now.

If a tank is tanking tower while the other 4 people are killing your team and the tank isn't taking a relevant amount of damage then something is very very wrong.

if the tank is tanking a tower and the other 4 are killing you team then your team is simply losing a teamfight despite having the advantage.

http://orig12.deviantart.net/63f4/f/2014/122/c/3/deal_with_it__rammus__by_shadowraptor89-d7gurgv.jpg

also keep in mind that the towers deal more damage with each shot

Teemodanegro1 votes

Tanks can tank towers and still deal with fighting an enemy team... while the rest of your team freely pursues the enemy team.

Stop trolling bro.

CerealBoxOfDoom1 votes

{quoted}

Tanks can tank towers and still deal with fighting an enemy team... while the rest of your team freely pursues the enemy team.

Stop trolling bro.

then let him tank that tower, while you fuck his team

Just send your tank in to buy your team time

You can be drawn into teamfights

http://orig12.deviantart.net/63f4/f/2014/122/c/3/deal_with_it__rammus__by_shadowraptor89-d7gurgv.jpg

deal with it

Quepha2 votes

Because they're tanks Players pick tanks so they can build tanky items and tank a lot of damage to the benefit of their team If you pick a tank and build tanky and it turns out that makes you the WORST possible person to be on the front line to draw turret aggro, you kinda feel cheated.

Teemodanegro1 votes

I'm not saying the turrets would deal fucking true damage, im just saying their damage should be balanced around an enemy champions max hp% ( i was thinking like 3-5 for outer / inner turrets)

Players pick tanks to oppose the enemy teams damage and reinforce their front line, if they want to they still have the capability without diving a fucking tower.

IF THIS CHANGE WAS MADE.

Quepha1 votes

{quoted}

I'm not saying the turrets would deal fucking true damage, im just saying their damage should be balanced around an enemy champions max hp% ( i was thinking like 3-5 for outer / inner turrets)

Players pick tanks to oppose the enemy teams damage and reinforce their front line, if they want to they still have the capability without diving a fucking tower.

IF THIS CHANGE WAS MADE.

So you agree that tanks should be able to take more tower shots than the rest of their team before they die, you're only really complaining about how much of a difference it is.

Fun fact: towers already have a crapload of armor penetration so a bunch of tank stats are already invalidated against towers.

Teemodanegro1 votes

I'm saying a tank shouldn't be able to sit under a tower while being damaged by it for a long period of time. While they should be able to take more damage than their bot laner, the difference shouldn't be 100shots compared to 3.

CerealBoxOfDoom1 votes

{quoted}

I'm saying a tank shouldn't be able to sit under a tower while being damaged by it for a long period of time. While they should be able to take more damage than their bot laner, the difference shouldn't be 100shots compared to 3.

the tower is not there to defend you you are there to defend the towers

Teemodanegro1 votes

That's simply not true. That's a matter of perspective, If that's how you want to think about it then that's fine, but the problem remains that the damage of a tower is easily negate-able, add this on top of a tanks ability to get hit over and over again and not worry about the tower he is diving... And well the situation gets out of hand fairly easily.

1 tank cool, 2 tanks... fine, 3 tanks? thats where the line has been crossed and the meta suffers because of it.

CerealBoxOfDoom1 votes

{quoted}

That's simply not true. That's a matter of perspective, If that's how you want to think about it then that's fine, but the problem remains that the damage of a tower is easily negate-able, add this on top of a tanks ability to get hit over and over again and not worry about the tower he is diving... And well the situation gets out of hand fairly easily.

1 tank cool, 2 tanks... fine, 3 tanks? thats where the line has been crossed and the meta suffers because of it.

So basically this boils down to you not liking tanky metas... so you want the tower to do the work for you

Teemodanegro1 votes

?

You're actually taking everything im saying out of context. Why are you here?

CerealBoxOfDoom1 votes

{quoted}

?

You're actually taking everything im saying out of context. Why are you here?

i've returned to defeat this sort of nonsense

Apparently because a tank can tank a tower the other 4 on his team are just free to attack you however they like

Quepha1 votes

{quoted}

That's simply not true. That's a matter of perspective, If that's how you want to think about it then that's fine, but the problem remains that the damage of a tower is easily negate-able, add this on top of a tanks ability to get hit over and over again and not worry about the tower he is diving... And well the situation gets out of hand fairly easily.

1 tank cool, 2 tanks... fine, 3 tanks? thats where the line has been crossed and the meta suffers because of it.

Why would a team pick 3 tanks if 1 tank can already tank the tower for more than enough time? That sounds like two unnecessary slots spent on tanks.

CerealBoxOfDoom1 votes

{quoted}

Why would a team pick 3 tanks if 1 tank can already tank the tower for more than enough time? That sounds like two unnecessary slots spent on tanks.

it was a countermeta move to the 3 AD sustained damage comps that were popping up in NA tournaments.

Quepha1 votes

{quoted}

the difference shouldn't be 100shots compared to 3.

Lategame adcs can take more than 3 shots and lategame tanks can't take 100.

Teemodanegro1 votes

You get what im saying though... I don't need to calculate the exact mathematical algorithm to determine how many turret shots you can tank...

Quepha1 votes

{quoted}

You get what im saying though... I don't need to calculate the exact mathematical algorithm to determine how many turret shots you can tank...

You kinda do. Making HP completely worthless against towers when armor is already worth as little as 25% its normal value is obviously ridiculous and no one in this thread has any inkling about what kind of situation currently occurs that you think shouldn't.

JRobin311 votes

It would be really funny if when the team approaches the tower that the ADC becomes a better tank than... the tank!

Teemodanegro1 votes

Arent towers supposed to be a barrier that you shouldn't be able to oppose?

Sona Ping4 votes

No, they are objectives that a team is supposed to take and objectives that a team is supposed to defend.

The Nexus is defended by inhibitors, inhibitors are defended by towers, towers are defended by champions.

Teemodanegro1 votes

Okay my terminology is wrong, but still. Towers should be harder, right? I've been playing for 6 years been to diamond and back and now i feel like towers are so weak it doesn't matter if you're "diving" or not. The result of the fight will more or less be the same based on how you play / strength of your team.

Rather than

The team diving the tower has the disadvantage.

Sona Ping1 votes

"Towers should be harder, right?"

The first thing to establish is the League's towers are already harder; They are already among the strongest in the genre. In terms of damage, they are like 3x stronger than the ones in DoTa were, they took like 9 shots in a row to slay a Level 1 hero. The towers in Heroes of the Storm not only do similarly low damage, but have limited ammo and global buffs that prevent them from firing or are destroyed from afar with no heroes even needing to be present.

But you are asking "should". Well why should they in the first place?

Why should they be made even stronger than that? In League, you are playing against the enemy team, not the towers! Some stone statue is not supposed the great threat to you, enemy champions are the things that you are supposed to be tested against and overcome. Players are supposed to play and scale and get stronger so things that were dangerous before, aren't anymore and can be defeated. Why are towers something that should be an exception to that?

CerealBoxOfDoom1 votes

so the game can end

Teemodanegro1 votes

The game will end regardless of how much damage a tower deals to a champion...

It'll just change the way people fight(under towers).

CerealBoxOfDoom1 votes

{quoted}

The game will end regardless of how much damage a tower deals to a champion...

It'll just change the way people fight(under towers).

unless they make it so that it deals so much damage the game gets dragged out its not gonna make a huge difference.

So either the game doesnt end or the towers don't do much to everyone.

Can't have it all. Why would you want it to kill tanky champs faster btw

Teemodanegro1 votes

That seems more like a fine tuning problem... Im just speaking towards the fact that a tank with 5k hp and 200 armor (super easy to achieve now a days.) is able to tank a tower (sometimes two under nexus) for a straight minute or 2.

Lets not even get into if you're team has a healing / shield support...

CerealBoxOfDoom2 votes

{quoted}

That seems more like a fine tuning problem... Im just speaking towards the fact that a tank with 5k hp and 200 armor (super easy to achieve now a days.) is able to tank a tower (sometimes two under nexus) for a straight minute or 2.

Lets not even get into if you're team has a healing / shield support...

Is that a problem? The tower isnt there to defend you, you are there to defend the tower.

Teemodanegro1 votes

Well nowadays you have champions like Maokai, naut, malphite, alistar... all of which are extremely tanky champions. if they get under a tower with all their hp and damage reduction they simply don't care enough at this point in the balance of the game to "worry" about a tower hitting them. its just another 30hp being farted on them.

So yeah, id like to say that this is a problem.

CerealBoxOfDoom1 votes

{quoted}

Well nowadays you have champions like Maokai, naut, malphite, alistar... all of which are extremely tanky champions. if they get under a tower with all their hp and damage reduction they simply don't care enough at this point in the balance of the game to "worry" about a tower hitting them. its just another 30hp being farted on them.

So yeah, id like to say that this is a problem.

doesnt seem like a problem to me. What are they gonna do? knock you up while they die slowly?

Teemodanegro1 votes

If 5 people are under a turret and one of the tanks is just tanking the tower hits to the face and not going down at all, you dont think thats a problem?

Whats the point of a tower?

Caítlyn1 votes

Because this game is League of Tanks and has been since S1. Every game is decided by who has more tanks.

Teemodanegro1 votes

So are you opposed to my suggestion?

Ralanr1 votes

Well then they wouldn't do much damage to squishy targets.

Teemodanegro1 votes

.... what? im saying if they had an added damage dealt on top of their base damage to champions.

Ralanr1 votes

You didn't say that.

Teemodanegro1 votes

Its pretty obvious Turrets shouldn't be dealing ONLY max hp to their targets.... What

Ralanr1 votes

You didn't specify that, so it looked like you were suggesting that.

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