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What constitutes a champs empowered auto hitting a structure?

xtratalent··37 votes·1,776 views

After looking at a lot of the empowered autos in the game theres so much inconsistency. Nasus q can hit towers so why can't yoricks? Aatox's w cant hit a tower but xins passive can seriously what puts the line of can and can't hit a structure. I mean some do make sense like jax's empowered autos not hitting because that would be retarded but other autos really feel like they should effect structures.

25 Comments

Unreformed Shaco26 votes

Consistency and Riot go together like ice cream and cabbage.

PePsiLemoNN3 votes

Yorick so he doesn't take 2 turrets in 20 seconds and Aatrox so he doesn't heal and 1v1 turrets.

Mcsquzzy3 votes

Yeah healing off turrets is this guys stickXinZhao

flibitydoo3 votes

it's for balance reasons

remember when birbman Azir could use his W on turrets which made him better at pushing turrets than any utility mage?

and then they got rid of it because he had too many strengths. because of balance purposes.

Oak Island 2 votes

Idk i don't see how it's okay for nasus to hit towers and jax can't. I mean we've all been there when Nasus literally take 2 towers in 30 seconds because my team chose to fight a 5v4 that ended well, but 30 seconds go by and our inhib is gone. How is this healthy?

Bârd9 votes

Because Nasus can't push from the start of the game.

If Jax W damaged towers, he would be able to first blood you and then take your tower before you got back to lane if you didn't TP back in.

We've seen it before Rengar

Automated Riven1 votes

This could easilly be balanced around tho. If they made it a case by case basis on how much damage it does to towers. I would rather have every champion able to work the same way, but simular to jungle camps have certain champions simply deal reduced damage to towers.

PBnJelly5 votes

Nasus takes like 40 minutes to be able to do any meaningful damage to towers with his Q, and he's capable of splitpushing and pretty much nothing else. Jax W will do meaningful damage early on, and also allows him to use it more often if he could use it on the tower. Plus, considering the AS Jax gets from his passive, plus the fact that he generally builds more damage, he still pushes towers insanely fast.

Jax also has a lot more strengths than Nasus, being able to both splitpush and teamfight well.

DeusVult3 votes

Nasus being a late game champ is a myth

Nasus is all about mid game. If your not doing good damage to towers by 15 minutes with your Q stacks and item 3057/item 3078/item 3025 then you arent playing Nasus right. You need to be using that mid game advantage when you are decently tanky and do pretty good damage to your advantage, so that you can build you and your team a bigger advantage for late game.

Because late game you arent as good anymore. Tanks have more health and armor, adcs and mages deal more damage, like wayyyy more damage, and they have items to escape you like item 3139. You "can" teamfight, by trying to knock down the other teams front line with Qs and Es armor shred, but your time to shine is over.

Yes Nasus can "infinitely scale" but its not actually worth it, as any marksmen will out DPS you late game, and you cant 1v5, your strength is mid game when you've built tanky and get a lot of relevant free damage from Q

MadViking1 votes

{quoted}

Nasus being a late game champ is a myth

Nasus is all about mid game. If your not doing good damage to towers by 15 minutes with your Q stacks and item 3057/item 3078/item 3025 then you arent playing Nasus right. You need to be using that mid game advantage when you are decently tanky and do pretty good damage to your advantage, so that you can build you and your team a bigger advantage for late game.

Because late game you arent as good anymore. Tanks have more health and armor, adcs and mages deal more damage, like wayyyy more damage, and they have items to escape you like item 3139. You "can" teamfight, by trying to knock down the other teams front line with Qs and Es armor shred, but your time to shine is over.

Yes Nasus can "infinitely scale" but its not actually worth it, as any marksmen will out DPS you late game, and you cant 1v5, your strength is mid game when you've built tanky and get a lot of relevant free damage from Q

Nasus late is not bad if built properly.

He may not be as strong as he was and mid game, but with Iceborn, Steraks, and Spirit Visage along with his ult and Steraks proc.... I literally survived in fights where I'm astonished I am still alive. And that happens quite frequently.

Since the Steraks buff Nasus can sustain stupid loads of damage and survive multiple waves of burst.

I don't even build TF on Nasus anymore, unless I get stupid ahead.

OyddAWqJ5r1 votes

Literally everyone is a early or mid game champion now, late game champs no longer exist outside ADC. Why? Well because late game belongs to the ADCs.

Nhifu1 votes

Actually, Nasus can't get away when he split pushes.

Jax can leap to wards (REALLY POWERFUL) Tryndamere is in the same boat, powerful split pusher, hard to catch

Yorick's advantage is his additional minions and his ULT that takes MORE tower hits --> faster tower takedown.

blackrose782 votes

you answer your own question in your post.

I mean some do make sense like jax's empowered autos not hitting because that would be retarded

so you already understand that it's used to help with the balance of a champion. case closed

xtratalent1 votes

{quoted}

you answer your own question in your post.

so you already understand that it's used to help with the balance of a champion. case closed

Yeah like jax its obvious but for aatrox why can't his w hit turrets its not like he can get a bunch of innate atck speed from his bar anymore.

RIP Tahm Kench2 votes

The real question should be why isn't it mentioned anywhere in each of their ability descriptions

BobaFlautist2 votes

It's champion specific, depending on how much power Riot wants to budget into tower-killing on a given champion and how much access a given champion tends to have to unattended towers.

Shadòw1 votes

they said it's usually a good thing to give champions power or take it away from them without affecting their gameplay too heavily.

for example when a champion is underperforming giving them that ability is a nice buff with low risk of making them end up broken.

Shuyin1781 votes

It's all up to Riot on who can do it. I believe the reason Yorick can't is because of his ghouls already giving him enough split pushing power. It's the same reason Jax can't because of his already stupid strong split pushing.

Recently Trundle got his tower bite back after a year or 2 without it, so it's whoever Riot decides needs the ability to do it.

Rainfall1 votes

its balance,trundle was in a bad state and bramble vest was about to rek him even more so riot gave him a chance as a splitpusher by letting him use his q on turrets. yorick already has too many tools to push,if they did change his q to be used on turrets they would nerf everything else,be carefull what you wish for

GrReaper961 votes

They should just completely remove the ability to effect towers from all empowered autos abilities

OyddAWqJ5r1 votes

They stated this before. It's a case by case basis rather than an all encompassing rule.

Should it be that way? Idk. That's just how it is.

I would love if they'd let Yorick Q structures though. For a splitpush champ it takes alot longer to kill a turret with your whole horde compared to Nasus just Q'ing it.

ChíckenDaddy1 votes

Its used as a balance tool. For example in patch 6.1 trundles ability to q turrets was taken away and re-added in patch 7.13.

Teridax681 votes

In practice, empowered autos are prevented from damaging turrets when Riot doesn't want the champion to be good at splitpushing. I agree that this is terribly inconsistent, and that if a champion is innately good at splitpushing, or too good at it, then that needs to be solved through gameplay changes that target the actual playstyle more consistently, not special-casing that is damaging to clarity.

What also frustrates me is that often this kind of exemption is given specifically to fighters, a DPS class that should by all rights have good pushing power, whereas marksmen, who almost all have some sort of autoattack steroid, are fully allowed to convert their own abilities into turret damage, while also generally having no other limitations to their waveclear either. At the very same time, marksmen are still excused for being mandatory under the pretense that they're supposedly the only class capable of taking turrets down properly, which to me feels like even more of a double standard. More generally, I feel many more abilities, not just empowered autos, could damage turrets and still be fine, and I'd be in favor of increasing turret health in compensation for having them take damage from abilities, particularly since it could open up interesting opportunities for artillery mages and other casters.

xtratalent1 votes

{quoted}

In practice, empowered autos are prevented from damaging turrets when Riot doesn't want the champion to be good at splitpushing. I agree that this is terribly inconsistent, and that if a champion is innately good at splitpushing, or too good at it, then that needs to be solved through gameplay changes that target the actual playstyle more consistently, not special-casing that is damaging to clarity.

What also frustrates me is that often this kind of exemption is given specifically to fighters, a DPS class that should by all rights have good pushing power, whereas marksmen, who almost all have some sort of autoattack steroid, are fully allowed to convert their own abilities into turret damage, while also generally having no other limitations to their waveclear either. At the very same time, marksmen are still excused for being mandatory under the pretense that they're supposedly the only class capable of taking turrets down properly, which to me feels like even more of a double standard. More generally, I feel many more abilities, not just empowered autos, could damage turrets and still be fine, and I'd be in favor of increasing turret health in compensation for having them take damage from abilities, particularly since it could open up interesting opportunities for artillery mages and other casters.

yeah this clause would be alright if there wasn't dumb crap like the spellblade passives of tri and lich melting turrets or how for some ungodly reason AP constitutes as not only damage to structures but more then ad. The spellblade ones are ok i guess but the AP shit boggles my mind

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