[GAMEPLAY FEEDBACK] PBE Turrets and Minions

WiegrafOfValor·10/31/2018, 1:32:15 PM·41 votes·13,771 views

[EDIT]: To anyone that is not aware of the S9 changes, follow the link for a comprehensive list of all the changes: http://www.surrenderat20.net/p/current-pbe-balance-changes.html

[FEEDBACK]

#TURRET

  1. They are dying way too fast.

  2. Last 2 plantings are fine, but the first 3 falls faster than the turrets on the live server. Since they can grant almost 200g in the laning phase, if you got ganked or have to back you just lost the lane even if you had Cs advantage.

  3. Damage could be better as well, in my opinion.

  4. With minions walking faster and shorter re-spawn time for objectives, the map opens up too fast and often you few like either you had enough to snowball out of control, or you're hopeless because the enemy have 3 drakes and a 3 items carry and you haven't finish your second item yet.

#MINIONS

  1. [Cannon Minions] They still die too fast to wave clear champions, what can make a siege very frustrating (Looking at you Anivia!). However, weirdly enough they seem wonky to last hit under tower, since the turrets keep dealing increasingly more % damage to them, while you need to do more damage to deal the same % of their HP due to the HP growth buff.

  2. [Caster Minions] They still die too fast to wave clear champions, what can make a siege very frustrating (Looking at you Anivia!). They also deals a hell lot of damage late game, which combine with the fact that your inner turrets and nexus turrets are as durable as a wet piece of tissue makes it almost impossible to hold a push, unless you have a champion dedicated to wave clear, both scenarios aren't satisfying for anyone.

  3. [Melee Minions] They are the most "Okayish" but they could be more bulky and deal less damage late game.


[SUGGESTION]

#TURRET

  • Outer Turret HP increased from 5000 to 6000 (Plating from 1000 to 1200)

  • Armor and MR provided by Turret Plating: from [40 + 30 for each plate destroyed = 40/70/100/130/160] to [65 + 25 for each plate destroyed = 65/90/115/140/165]

  • Inner/Inhib Turret HP increased from 3300 to 4500

  • Inner/Inhib Turret Armor and MR increased from 55 to 85

  • All Turret AD scaling per minute increased from 9 to 10

  • Outer Turret AD cap increased from 278 to 300

  • Inner/Inhib Turret AD Cap increased from 305 to 325

  • Nexus Turret AD cap increased from 285 to 350 (They can't kill a single Super Minion before they fall, it's sad)

#MINIONS

[Cannon Minions] Max HP changed from [3200 at 37:00)] to [4500 at 37:00] Damage taken by turrets changed from [14% from outers, 11% from inners, 8% from inhib/nexus (8/10/12 shots to die)] to [10% from all Turrets, 10 shots to die.]

[Caster Minions] Max HP changed from [485 at 37:00] to [625 at 37:00] Max AD changed from [120 at 37:00] to [95 at 37:00]

[Melee Minions] Max HP (reached at 37:00) increased from 1500 to 2100 Max Armor (reached at 37:00) increased from 16 to 25 Max AD (reached at 37:00) reduced from 80 to 60


That's my Feedback, and I invite anyone that has played on the PBE to share theirs as well. Let's have a discussion, how you would change the Turrets and Minions on the PBE?

14 Comments

ZT Xperimentor10/31/2018, 3:42:49 PM7 votes

I agree the towers are weaker than before in terms of durability, and only add to how snowbally the game already is. While I like your change to their damage, I'd prefer they just remove the damage cap, so those who stay too long finally start getting threatened. You know any marksmen with a hurricane or shiv also sieges just as well right? However, I tend to agree the cannon minions are too frail, and the melee minions are too dangerous.

Lil Homie busta10/31/2018, 7:24:42 PM7 votes

TURRET They are dying way too fast.

If it's true, the preseason's main objective is failure with the current numbers in the PBE and they should be changed before going live.

5050BS10/31/2018, 8:20:21 PM5 votes

Im 100% behind this.

The dying to a gank and losing plating kills a lane really hard.

I also dont like the new spawn times because if you or your jungler are not a fast jungle clear, you will not get to lane before the melee minions die. So I ether help my jungler and lose first 3-4 minions or I let my jungler solo the camp.

its really bad

Keshaun10/31/2018, 9:11:08 PM4 votes

When I tested the turrets, I was surprised as to how fast they were destroyed. Buffing the tower health or the resistances gained slightly would help, but these iterations of turrets still fall too damn fast!

ProffessorAutism10/31/2018, 7:08:16 PM3 votes

Lmao wat the fuck is even a turret,wat is this season 4? you talking about those oversized lawn ornament put over bins that die in one hit and sometimes hit you for like 50 dmg?

Jinzo Torrance10/31/2018, 8:15:00 PM2 votes

Wait, why are they giving melee minions armor, what?

GrReaper9610/31/2018, 11:32:35 PM2 votes

My biggest problem is that they give 160g PER PLATE. Meaning each outer turret gives 800g total, compared to the 500g they give now.

ÈvilMorty11/1/2018, 6:31:01 AM2 votes

Playing devils advocate, in regards to wave clear champs when you mentioned Anivia. its not like she clears waves for free, clearing a siege wave now cost around 300-350 mana compared to other champs like zed, lb or talon that can clear effortlessly. I'm not saying she isnt good at it but she is good at a cost, early on to mid game its not like she can do that for very long.

Nevrankroaton11/1/2018, 7:47:55 AM2 votes

Minion casters are supposed to die quickly from waveclear mage, I dont even see how it is the issue rn.

Also there is now more frequently canon minion as the games goes if I am not mistaken so why would you give a freaking 1300 hp boost... it is insane actually.

But I do like you two fist changes for the outer turret, would need to test but it feel more reasonable.

Vlada Cut11/1/2018, 12:57:34 PM1 votes

Agreed. These buffs seam really healthy. People give these turrets some totally legal steroids!

AXayahAccount10/31/2018, 8:05:44 PM1 votes

Towers are bugged on the PBE it feels like. A tower that shoots three times will nuke you for almost 1k on the 3rd shot.

As for the durability, yeah they give too much money for how easy it is to break 2 plates very quickly.

Turrets need more damage, not more durability. I say this because I know of that "bug" I am afraid to tower dive even with the most tanky of characters as I know if I can't get the kill fast I am going to be obliterated. Tune the damage back a little bit but I believe the turrets just need more damage, not more durability. Especially for those new outer ones as if they get even more durable you may have problems where they tickle you and act more like a "Minion absorbing" factory, where if you're losing lane you just get zoned off the turret forever.

Sex With Annie10/31/2018, 10:03:09 PM1 votes

It's fine, they are enough to last you atleast 3 mistakes instead of the previous 1 or 2. Towers shouldn't be nigh unkillable in the first 10 minutes just because "muh lane phase".

Bârd11/1/2018, 5:25:13 PM1 votes

My only issue is that the plates actual function isn't intuitive to what they appear to do. If you look at them you fully expect them to be a shield on the tower, but in reality they're just segments of the towers HP.

I don't think the turrets need to be dealing any more damage than they already are. Make the super minions squishier, maybe, but the towers already rip people to shreds. If you buff their champion damage any further they'll go from making dives dangerous to making them suicidal.