Reminder that Towers are still garbage
Title. [zombie-nunu-bummed]
Title. [zombie-nunu-bummed]
I feel like the A.I. on the towers needs a massive redo. It feels dumb as rocks sometimes with totally random ranges. (Sometimes the ranges are WTF levels, sometimes it won't hit a champ in melee range when they're trying to shove some minions where the sun don't shine.)
Stat buffs to towers are all well and good, but if it were smarter, I feel like it would be stronger against dives.
^ this
The number of times I have been targeted even though my whole wave is pushing in is insane.
Any ambient damage that might have hit an enemy champion? Sunfire/Cinderhulk? Some sort of DOT that hadn't worn off yet (Liandry's, DFT, abilities, et)? Luden's Echo? Etc?
Possibly, since I have been playing
recently, and usually get Sunfire.
Yeah, you gotta be real careful going after the tower when you have Sunfire.
The thing what heavily bothers me is that the turret will lose it's original focus if one becomes untargetable. When someone dives he should take the risk. Untargetability shouldn't remove the turret focus from you.
would be useless
No he wouldn't, his giga ass shark already does 999 dmg so unless he dives real low he'll still kill the enemy. I didn't say you cannot dodge turret shots, you will dodge a shot, but the turret will still have it's focus on you afterwards. Ater all, Fizz is not the only shithead who can show midfing to turrets. That feeling when a 9999999999 ms yi w ulti comes to dive, Qs just when the turret shot is about to hit him, then kills me with the Q or autos once or twice afterwards if needed, runs out of the turr range. However idk if turret loses the focus because of that.
rito response "we are looking into it" 7 patches later 100 more health [slayer-pantheon-thumbs]
I think they need to work on the target system. There's no reason it should be shooting the tank while
is attacking me under tower and
sits under my tower tanking 100 damage per shot while scratching his ass doing nothing.
That's not a failure of the tower, that's a success of the other team working together which should be encouraged, not punished.
Doesn't the turret prioritize who attacked you last? If malphite is sitting there doing nothing and yi is attacking you, the turret SHOULD aggro onto yi.
It targets the first person to hit you, then continues until that target is dead or removes itself from targeting (Fizz E, Yi Q, etc). If you're attacked by another champion during the invul frames, targeting shifts to the first one to damage you. Otherwise, nearest minion if one is in range, then nearest champion if no minions.
Would be nice if it targeted the most recent champion to inflict damage within the turret's range. That way, yi can't continue to wail on you while malphite is cheesin.
It's supposed to swap targets when someone attacks you to PREVENT that. The only benifit you're supposed to get is the turret shooting at you and as the turret is just warming the show (now locked onto you and unable to swap) your partner can attack and have 2 seconds of no damage.
^This.
It should prioritize whoever does the most amount damage within a time frame. This same change would also make it to where even if the target becomes untargetable (like when Yi uses Q), the turret still looks for whoever has dealt the most amount of damage to champs within a certain time frame.
That way, the Malphite can take maybe 1 or 2 shots before the tower prioritizes the Yi, and won't switch back because Malph can rarely, if ever out damage a Yi.
That... actually doesn't sound like a good thing. This would certainly dissuade squishies from diving, but not in a good or intuitive way. This system in which the tower is targeting Malph instead of Yi? That's a reward for good teamwork in which Yi is being enabled by Malphite. Malphite only eating 1 or 2 shots before the turret switches to Yi for the rest of the encounter doesn't reward that, and would feel awful for both Yi and Malphite. Yi because he's being targeted for doing his job and now has to contend with turret damage on top of champion damage as a champion that's traditionally pretty squishy, and Malphite because he can't protect Yi anymore, which is part of his job in this scenario.
Most damage? No. Latest damage, yes.
[slayer-jinx-unamused] I agree. I think that they should constantly swap aggro every quarter of a second.
If only one is doing damage then sure :^)
Towers needs buffs. That is true.
I would also like to be able to last hit under tower as melee without getting CONSTANTLY damaged by
.
(though he's not too big of a problem)
Kalista? wtf?
well, I think a tank kalista might be on the way but before she fell out it was common for her to be in top lane
and of course, if she builds tank, she can ally with the marksman and increase their DPS while being utility focused or ally with the jungler or support or any other champion that would benefit from diving
honestly I think buffing the tower will solve almost all of our problems rn, I mean by making them stronger (maybe in the early game only):
What if the towers got a buff that kicked in once they got below a certain amount of health, like targeting multiple enemies at once after the tower is below 30-some percent, to discourage the early 4 man bots? Or maybe the attack speed scales up rapidly the more enemies are besieging to discourage teamfighting under the enemy tower?
Neat Idea! but I think it would work better the other way! for example the tower will shoot multiple target unless it's below 20% health, then it will become weak and will only attack a single target. That was lane bullies will get rewarded for their hard work and enemy botlane and jungler will be more careful defending the tower, plus you won't just get thrown out of the game because enemy jungler decided to camp your winning/neutral lane!
On the flipside, if towers got nerfed when they get low would probably make pretty pointless to try to defend a low tower or make struggling lanes have a harder time catching back up. Maybe if low-health tower buffs only took place if there is an ally champ nearby to defend the tower/for the tower to defend, that way early dives would be riskier and struggling lanes could have a bit more safety in holding their ground but a winning lane could still capitalize on its lead when the enemy is dead or shopping?
I Think the emergency is still nexus tower, they need more damage or they need to put back the laser thing, because now 1 single superminion can actually just fuck the game easily
Basically this. One super minion from full hp can tank both Nexus turrets for a stupid amount of time. I believe just one can tank both AND still kill one of the towers.
Multi Target after a certain amount of time???
I could go for multitarget active on
. If you target an allied tower it shoots all enemies in range with every shot for 5 seconds.
This would make Ohmwrecker an actually decent item.
That is actualy gr8 idea since item feels useless in 95% of the times.
95%? That's being really generous.
Nope, working fine. They give me lots of gold when I destroy them...wait. Were they supposed to do something else besides grant gold?
can't agree more, towers are garbage since season 3
The problem is that turrets have gone largely unchanged--in general design--for the entirety of this game. They're very uninteractive outside of a few quirtks with champs like Janna or items like Ohmwrecker, their ratio of damage dealt to shots per second/projectile speed/time it takes to focus between targets pretty much opens the door for the current status-quo of quick in-and-out dives, and the answer to all of this has mostly been number tweaks.
I'm in the camp of players that believe that the inner turrets once granting a passive shield was the closest thing to progress on this front, even if it was executed in a way that ended up being unhealthy given the climate of toplane in particular back then. Something like a huge AOE slow for something as little as 15% for x seconds, centered around the turret, when an ally takes a percentage of their max health in damage while in the turret's attack range--just so that players would have a tiny bit of an edge trying to make their escape while not invalidating gap-closing champs on the other team--would be realy nice.
Towers need more HP. I shouldnt have to worry about my tower falling at 5 minutes when I die to a gank.
I play Jayce, I build a
, only armor item I have, 3 shots only do 10% of my health, huehuehue.
In my opinion tho, Towers should have a built in
, each shot removes 10% of armor.
If that shred only applies to the tower's shots..i feel like that would be a little too strong if the armor just went away and the player being dove could just turn around and deal however much extra damage.
well, he does get bonus armor in hammer form XD
That is usually in cannon form though, beens im kiting them under tower with ranged instead of melee
lol, for some reason, this made me think of what I thought was jayce's recall animation and then that got me thinking what if he rode his Hammer like a broomstick? XD
Is going to get worse with the new Rift Herald...
They just need to make Tower AI smarter to be honest. Too many times have Towers just ignored someone on occasion. I also think it's complete bull that a tower can target someone, but not fire a shot at them because they exited tower range. I think there should be a rule in place where if a tower TARGETS someone, at least 1 shot will be fired at them.
cant wait for new rift herald
IMO, the problem isn't that towers are weak - it's that towers don't change in strength enough as you get closer to the nexus or as the game progresses. All things considered, the strongest tower in the game is slightly less than twice as strong at the end of the game compared to the start. Players, on the other hand, can easily do ten times their starting damage by the end of the game - and have more than ten times the EHP, especially since towers have no armor or magic penetration.
People complain that the game is snowbally, that the first kills usually result in a victory. That's because there's nothing you can do to STOP a snowballing team that doesn't make an outrageous set of mistakes.