Why don't turrets do mixed damage?
Do you support the damage from turrets being split from all physical to physical/magical? 50-50? 60-40?
Do you support the damage from turrets being split from all physical to physical/magical? 50-50? 60-40?
i suggest true damage
Scaling flat True damage, that way HP stacking tanks can still eat some shots, but squishies wont be diving you, tanking 4 shots, and living.
The thing is this would make juggernauts the best at diving, not tanks. Tanks usually do not have as much hp as a juggernaut early to mid game. It would feel bad as hp/resistance tank to see the hp Darius take more turret hits than you. Mages would also be better at diving (which may not be a bad thing) since they have quite a few viable hp item options.
Thats still a better situation than what we have now tbh. Right now almost everyone can ignore turret shots unless theyre really low on hp or dont have some type of mobility spell
You mean Juggernauts would have more impact on a game? Sign me up. True damage it is.
Lol. Yeah, it would maybe be ok since they do not have mobility and thus could use some help diving.
Totally valid point, but also when I think of a tank its a beefy CC monster that is built to fight against carries, whereas juggernauts are for skirmishes, splitpushing, and dueling. So I would rather an hp heavy jugg be able to dive, but still be blown up in teamfights if they cant reach the target. This way "diver" is more about who can "dive" a squishy under tower.
They already have % Armor Penetration, IIRC. So Riot has an easy lever if they want turrets to do more damage to armor-stackers (aka tanks). So they don't really need to do mixed damage.
Unless, of course, you want to specifically encourage tanks to build MR even when there are no serious MR threats. And IDK if that's a good goal. Maybe it is, but it comes at the cost of removing a decision point from tank itemization: "Should I build more armor (and less MR) to dive towers better?" So if you wanna argue that it's still a good idea, you better be prepared to argue that it's worth that cost.
Personally, I don't think armor-stacking tanks into all-AD comps are really a problem. The all-AD teams still wins fairly often, by winning early, before the tanks and teamfighting become relevant enough. And I think the gameplay of needing to draft at least 1 magic damage source is acceptable. (To be frank, it's one of only three things that most players even think about during the draft, aside from lane match-ups and maybe making sure they have a tank on their own team.)
i think each tower tier should do something different. first turrets should simply do physical damage, second turrets deal magic damage, inhib turrets deal mixed damage and fire as the lasers like they used to, and nexus turrets deal true damage as the same lasers and have increased range, stuff like that. also can we please finally buff tower tankiness, im so sick of first tower being able to be taken down with just 1 death
I miss them lasers. Were they killing minions too fast? And yes they need to make Outers harder to kill
I kinda want turret shields back so I can actually feel safe under my turret when I'm forced to be under it.
So that people would actually play AP champions and prevent armor stacking
But then % armor penetration is pretty strong so idk
Why don’t turrets do any damage*
Yes, definitely mixed damage. 50% true damage and 50% true damage.
Turrets should do true damage.
At least it would discourage level 2 dives a bit (with no minions present)
yes please more dmg from turrets and the closer the turrets from the nexus the more hp and dmg they should do
Today I watched an Ekko at 12 minutes not even lose 50% of his HP after taking 4 direct tower shots. He had no bonus HP aside from Doran's Ring. Please give towers more damage pre-15 minutes, it's actually depressing.
They should do true damage. Tanks could still become resistant to them through health, and it would allow you to better calculate their damage which improves readability.
80% physical 20% true damage is okay imo.
Turrets shouldn't deal magical damage by any means.
why should they? just make them do more damage to champions
As vi iat least ulted and used my q ( don't remember if I got a third hit in before dieing) a vayne after she had already taken 3 tower shots and she was stuck on under the tower while I attacked and took a tower shot leaving it after I died and she still lived
Yes that actually sounds great. That or true damage like the other guy is saying.
I think this would cause an issue of early on... like 1 tank item, tanks would have a harder time, but overall this would cause turrets to deal less damage, because of how frequently tanks need both mr and armor.
And before people say "Well early is when its important" Early on unless the tank is against 3 ad and rushed a quick armor item+tabi, they typically dive off health alone anyway.
So overall split PROBABLY wouldnt help too much.
Unless they give us better magic resist items and lower adc damage. nope Tanks should be able to build to out tank a tower.
What if towers did percentage max health damage with a flat minimum. All true damage. We'll never have a complaint about towers being too weak :)
Yeah I feel like they should be feared at all points in the game no matter who you are, tank or no. Maybe even apply GW so you can't lifesteal while diving & tanking the shots.
Part Percent max health physical damage (reduced by armor)
Part flat true damage
Result is that tanks still get an edge over juggernauts (you need health for the true damage, but also armor to reduce the percent max health damage), but everyone fears towers as a whole.