Why towers are less effective even without being weaker
Riot has made a number of direct changes to towers to specifically make them weaker/juicier targets - and I think their decision-making gets the appropriate amount of scrutiny for it.
What nobody seems to talk about are the indirect changes that have also reduced their relative power, so I'm gonna make a quick list of everything that comes to mind that has weakened towers without actually making the actual towers weaker:
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Armor values have gone up and shields are stronger and more common A tank used to get something like 30 armor per five minutes and boatload of hp (with roughly equal MR), now it's not uncommon to see a tank at 20 minutes have 200+ armor. This is a natural result of games being shorter, riot changing tank items to favor resistances over hp, and mr being repeatedly de-emphasized in favor of armor. With the now common repeated shields from supports, tanks can soak a lot more sustained, slow physical damage than they used to be able to.
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More champions can reset tower aggro Fizz used to be absolutely despised for his unique tower-diving potential - he's still despised, but it's not so unique anymore. Zed, Ekko, Elise, Zac, Kled, Kayne, Aatrox...all (relatively) newer champions with the tools to reset tower aggro, which used to be a rare gift.
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There's more cc and burst It used to be that you had to be super careful diving someone with cc or tank stats, as they could slip away and dance around while it took you out. Now something like 3-5 chanpions per team have hard cc, and it's much easier to just chain it and keep a target completely helpless as you burst them under tower, even a tank.
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There's more mobility Mobility gives a lot of power in tower dives, as it both helps you stick to your victim if they try to kite around, and it gets you out with taking fewer shots. Especially someone like Zed, Ekko, or Elise that can dive on top of you, unload their rotation, reset aggro, and jump on you again or back out as needed, it can make the whole endeavor a lot less messy. To be fair, Fizz always had this option.
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People are better Despite what people say, towers can take and deal quite a bit of damage - if you let them. My feeling is that they playerbase, all the way from the pros to the bronziest of bronzies, have steadily improved in mechanics and game knowledge. Juggling tower aggro used to be a high risk, flashy play along the lines of making a Baron play, even for the pros. Now I see junglers in silver expertly dancing in and out of aggro range with their top lane to execute flawless dives, the mid-lane Lee Sin insec out from tower has become a staple instead of the signature move of the best player on the champion, and four man tower dives bot are mroe common than not. Do people fuck up dives still? Definitely. But I think everyone better at them.
100 armor - 75 armor
100 armor - 90 armor
80 armor - 60 armor
50 armor - 60 armor
but they dont want to build it because mah 45% cdr and not taking into consideration that defensive items got worse versus both ad and magic resist and both again and true damage with the health nerf.
has a sheild that only does anything if you build an item out of
. while i always take tear on blitz crank no matter where i play him so i can make use of his passive that is pretty far from the meta