@Riot The topic of turrets! Too stronk or not stronk enough?

RainsfordII·1/3/2015, 5:49:25 AM·1 votes·757 views

Turrets should be as strong as baron! Well maybe not that strong. I come on the forums from time to time and I always notice turrets being a topic for discussion but never really see any feedback. The new changes to turrets are somewhat in the right direction but I honestly feel turrets being a main defensive hold, they should be tough. Much like dragon or baron, turrets are a big objective. They are actually the main objective until inhibs and the nexus. That being said, what is the best course of action if any?

In my personal opinion, turrets should get progressively tougher as you move from the front lines to the nexus turrets. Maybe have different types of shots. Explosive AOE turrets. Ones that shoot lasers and explosives. I think the game designers could really get creative with new turret functionalities. Tired of having tryndamere backdooring you with a glass cannon build? Watch as this turret prioritizes champs over minions. Each lane, each turret, could have some new an inventive ability or attack. Ones that make the game more about teamwork as it should be and less about who can solo turrets the fastest.

We have an item that disables turrets, why not one that strengthens them? Have the turrets level up. The ideas only end where your mind stops them. So should we stick with what we know and be safe with the small balance changes we might need to make? Or perhaps do something exciting and new!? Maybe even a new game mode. XTREME TURRETS! Gimme your ideas!

TL;DR, Turrets should be do crazy awesome things and be stronk.

2 Comments

The Yetii Rider1/3/2015, 6:14:23 AM1 votes

I agree, inhib turrets feel like glass to be honest. I'd like to see turrets given AOE crits. Then people can truly understand the cancer that is Jinx.

Inhib turrets shoot lasers rockets that explode in a radius, dealing full damage in an AOE splash. The inhibitor turrets have 100% critical strike chance, dealing 200% damage on a successful crit to all targets hit. The % chance to crit decreases by 20% for each enemy champion within 1000 range of the turret, but increases by 10% for each ally champion near the turret (max crit chance still 100%) (so if all ten members are near the turret, it has 50% crit chance).

ifaux1/3/2015, 7:05:11 AM1 votes

I had a discussion open this morning, not sure where it went, but there was a few comments detailing new turret concepts. I had made the suggestion that perhaps turrets could have a unique mechanic for each successive hit:

  1. Normal
  2. Slow
  3. Normal
  4. Stun (suggested)

I would give some counter-play to a defending champion being attacked while under their own turret. Not sure if that would ever happen but after seeing and experiencing all of the power and mobility issues with newer champions (while I suffer with older ones like Ashe / Xin Zhao for various reasons)... it would be refreshing if something were done with the turrets rather than constant nerf or buffs to champions.