Turrets Need Buffs, and Demolish Needs Tweaking
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?
and upgrades,
,
and upgrades now work on turrets.
already works on it so mages & casters aren't exactly left in the dust.
, upcomming talisactive,
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.