Turrets Need Buffs, and Demolish Needs Tweaking

TetsuTeito·2/13/2018, 11:49:04 AM·2 votes·574 views

So I just lost my promos to a troll team comp, and I'm pretty tilted about it. However, I'm not here to bash the Ahri for feeding a Darius mid. I'm here to talk about how OP Demolish is in situations like this, and how weak turrets are right now.

This particular game, 3 enemies were tanks carrying Demolish. As most of you may know, Demolish can be proc'ed multiple times. Once per player with the rune equipped. This needs to be changed, as it can lead to insane turret pushes mid to late game. The best way to deal with situations like this is to put a limit to how many times Demolish can be proc'ed on a single turret within a certain amount of time.

Now for the turrets, things get a little complicated. Not only are turrets weak, they also deal low damage. They're threatening to squishier champions, but with tanks being as strong as they are right now, most of them can easily dive you and walk away with barely a scratch. So, how do we fix this without making turrets too strong against squishier champions? Simple, you give turrets %max health damage to champions that scales with each shot. First shot deals normal damage, then the next shot deals an additional 5% of the enemy champion's max health, then 10%, and finally 15% and capping there. This helps deal with the insane dives that certain strong tanks can pull off.

Now for the inner turrets, I propose that they get scaling attack speed as well. This makes the turret a little harder to deal with than the outer turret. Not sure how the numbers would go for this one. For the inhibitor turret, we don't really need to add any of this stuff. Just bring back Lightning Rod (aka laser turret). I don't really see why they removed this anyways. It made turrets more unique.

As for the defense of turrets, you can just give them scaling health. Turrets already have scaling ad that they get every minute. I propose that they should get a small amount of scaling health per minute, with the health amount increasing for every turret closer to nexus. Maybe +5 for outer, +10 for inner, +15 for inhibitor, and +20 for nexus. The downside to this is that the longer a game drags on, the harder it is to take turrets.

What do you guys think? Any suggestions?

5 Comments

CoolKnightST2/13/2018, 12:02:41 PM1 votes

Buffing turrets when competive games last 60 minutes would be a terrible idea from a design perspective. However I do agrea we need some tweaking regarding how turrets work. Turrets need to be buffed but in order to ballance this artillery needs to be buffed. This way splitpush can become more viable again when they actually buy items that are able to destroy turrets quicker.

Right now sieging turrets is a group effort. You just hope you team has the brain to group ones your having that advantage. You can't say ok I'm going to split this lane and slowly take down that tower and that's what's so wrong in the recent seasons.

How I would do it is simple:

item 3077 and upgrades, item 3068, item 2015 and upgrades now work on turrets. item 3057 already works on it so mages & casters aren't exactly left in the dust.

item 3800, upcomming talisactive, item 3056 rework will recieve damage reduction against towers. Maybe a face of the mountain active rework could be introduced that shield you more against tower shots or something.

Than riot is able to buff the hell out of turrets. Diving will be harder early game but in the midgame, sieging will be easyier even from a individual perspective.

The 4th part is the diver rework. With diving becoming a lot harder for squishy targets. Divers & vanguards will have kits that allow them to force plays under towers what again gives them an purpose to be picked over a Warden, Skirmisher, Marksmen, Mage, etc..

KoKoboto2/13/2018, 1:44:37 PM1 votes

I disagree with changing demolish. If you change it like that you take away agency from a player and it can be confusing to look at and it ruins player creativity with people taking multiple demolish.

Things like press the attack can only be applied once because tanks already have it hard enough as it is.

Gabresol2/24/2018, 9:41:50 AM1 votes

Competetice games only take so long because there is coordination going on. In most cases your botlane won't see a 4 player dive coming, because of missing vision, no mentioning of missing players and overall missing map-awareness. And if they manage to press the botlane out as for on lvl 3, the botlane turret.. is GONE. Actually... You do not even need the midlaner on bot for that. Jungler, ADC and Supp are enough to take the bot turret in 2 waves on lvl 3, once the enemy bot was forced to back off.

They should either make turrets tougher, or increase their waveclear. The way it's now, botlane gets far harder punished fo the tiniest mistakes than solo lanes are getting for big ones.