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Why Are Towers So Weak

Leafybeans··55 votes·3,284 views

I understand the concept of early on they protect you and late you protect them but c'mon why even give them damage when it barely does anything..? Especially in this tank meta all it takes is at least a half a minion wave to take one down. Also, baron and dragon are laughably weak. How are you supposed to contest it when a team can take it down in 5 seconds...

EDIT: Inhibitor and Nexus turrets are the only ones needing a buff - the other ones are fine as they should eventually fall. EDIT: This is especially prominent with the Tank Meta - maybe have it so it blocks damage from shields and/or (more) %HP.

48 Comments

MohawkBird27 votes

I'm not mad about lane turrets being weak, but when the enemy can literally fight under your inhib turrets without regard that they've been sitting in it for 10 seconds, then there is a problem.

EvilRabbitt4 votes

Funny video recently posted where Sion sits under inhib turret dueling enemy team for like half a minute or so.

MohawkBird2 votes

Now that, my friend, is a problem.

Markofer1 votes

It was Dunkey I think in the super Irelia video.

Laughing Fish2 votes

Yeah, outer turrets and even inner turrets are fine imo. But Inhib should be more powerful, but instead is laughably weak.

SlytherinUmbreon8 votes

The reason why towers have damage is so they can steal CS from you. item 3070 Anivia item 3070

EvilRabbitt2 votes

Truth.

lxlLilybellelxl8 votes

more importantly why are the ones on twisted tree line the same size as veigar

Durzaka5 votes

Man, you have no idea what weak towers are like until you play Heroes of the Storm.

Good fucking god, it makes Leagues turrets look like a nuclear bomb hitting you.

Syndrarella4 votes

[deleted]

3TWarrior3 votes

the laser turrets, sure, but not the ones still using the old system, 3-4 shots from the old method takes you out if you're squishy unless you're one of the tankier squishies like jax or etc

Syndrarella1 votes

[deleted]

ElJanitorFrank1 votes

Didn't happen for me. I'd stasis onto it and be fine, but after I flashed out the damage still killed me.

slipstreem1 votes

you should still be able to zhonyas, but you can't use anything like tryn, kayle or poppy ult as it goes through that and kills you.

H2OWNED1 votes

{quoted}

True, but those are also the first towers to fall. Anyhow the first two shots only seem to tickle after rushing item 3157 or item 3110.

Speaking of item 3157 I noticed a while back that you can no longer dive the fountain turret, use the active, and flash out. The damage goes right through stasis and kills you immediately.

They changed it in a patch when TT beta for the new TT was out. Fountain damage pierces almost every thing

The Lexer4 votes

They should have like insane dmg/time just so they are still a thing late game

A Miss Fortune3 votes

[{quoted}](name=The Lexer,realm=NA,application-id=3ErqAdtq,discussion-id=pcUXMeIL,comment-id=0002,timestamp=2015-06-01T02:33:18.210+0000)

They should have like insane dmg/time just so they are still a thing late game

Not that, but they should scale more into late game. In late game even ADCs don't really take a whole lot of damage from turrets. Sure, they will die easily in comparison to the team tank who literally can't even feel the effects of the turret until the damage starts to ramp up.

The Lexer1 votes

Thats what I'm trying to fix I'm just not quite sure how

His Goatliness1 votes

%HP damage.

Narasimha3 votes

How are you supposed to contest it when a team can take it down in 5 seconds...

I...think that's kind of the point. If an entire team is grouping up to take a tower down quickly, then its at the point of the game where towers SHOULD be going down quickly. They're meant to be defenses early game, supplements mid game, and finally slight deterrents late game.

TheRainInSpain2 votes

Inhib towers should have a fairly significant damage reduction impact (greater than what they currently have) and grant a slow to their targets. Fighting under an Inhibitor Turret against an active opponent should be pretty hard without your team.

Nexus Turrets on the other hand should hurt really hard. You tag one of Their champions and you're in a world of pain and misery. Maybe even give them a "Combat buff" when you Their champion is tagged or they take damage for a few seconds.

Socsargen3 votes

It would be great if the inhib and nexus towers do a slightly burst damage on first hit then start the agonizing death ray. With the mobility champs, they dont last more than 2 secs under tower. Just an opinion .

Kuma No Neko2 votes

I think they could use a 1-3% HP burn plus a small AoE like Tristana's ult

FistOfSharkiesha1 votes

I agree. You shouldn't be able to play smart and still get 100-0d under turret. I'm looking at Sejuani Jax and Pantheon jungle.

SwiftKitten881 votes

i agree the lasers turret are pretty freaking weak. i think the normal ones are fine though

NazZomLord1 votes

Nautilus I literally just tanked 4 turrets in my last game, i took 1/6 health from each and the shield negated that completely. Turrets are nothing more than annoying things not letting me hit the Inhib.

Chespin20131 votes

agreed the inhib turrets are so weak i can just dance in them as a tank for like a minute or so if i really wanted to

BeatzBoyFTW1 votes

If the turret buffs are implied, don't forget Azir 's as well. People dived into Azir's turret more than Nexus Obelisk.

Prøpäin1 votes

Yeah I agree somewhat. Early-mid game towers fullfill their purpose and require more "tactics" in dancing around them or when to engage but late game towers are just...there, I feel their HP at least needs to be buffed (their damage could use some extra scaling). As it stands they hardly matter, and this isn't really even counting the baron/dragon buffs that just snowball the push into turrents that much easier. I'd prefer to fight champions more than op tower damage but I feel with the changes to the game over the last year or so have made comeback/turtling more difficult than it already was, everything is just...set in stone snowball in every game i've played, watching the LCS the fun factor seems that much less due to there being very few "turn arounds" as well.

I dunno I'm rambling on now, I kinda just wish the late game scaling of towers was better...maybe then I'd consider using that item 3056 item as well.

FastAsHeck1 votes

honestly, towers are there just as a way to stop minion waves and stall the game, they offer minimal protection as 2 people can easily dive you (or even one, cough fizz cough) and tanks can survive like 30 seconds under a nexus turret (no joke, seen it on youtube, no heals, just a sion and his shield), the slow is laughable, and the armor penetration is not even noticable. All turrets, after early game, are only a thing that tickles, a turret never deals nowhere near as much damage as a champion so even 4v5 under nexus turrets the team with the 5 members is stronger... turrets need major buffs. also, agreed on baron and dragon.

Transgressor1 votes

Because they are not. A fed lategame tank does what it does best: absorb damage. Your arguments contradict each other and make no sense.

Your attempt to fish for upvotes failed.

Llanite1 votes

If you lost the teamfight, game should end. If Riot\ wanted to drag out the game, they'd simply reduce death timer and/or weaken/remove super minions.

Towers aren't supposed to hold the siege on their own late game.

Partholonian1 votes

Disagree, one teamfight shouldn't end the game unless it is SUPER late (60+ min) or the team that won already has at least one inhib down.

Kiimahrii1 votes

First and second line turrets are fine, the inhibitor and base turrets sure need some buffs. Specialy the inhibitor turrets can be taken down within a creepwave if the splittpushing champion has some atkspeed/ad and a lastwhisper

lDontLiftIcarry1 votes

they need to make baron/dragon immune to percentage damage

Just make them immune once and for all. Blade of the ruined king is broken enough

Or at least make baron immune to it. I could understand taking early dragons as a percentage damage jungler fine. Shyvana soloing draogn at level 5, fine. she bought cloth she used the 300g to make it happen, let her do it. But baron? no. It should be immune Should've always been immune.

EvilRabbitt1 votes

Um. Um. I'm lost sir. Help? Edit: Map corrected, thanks for your help ^.^

Strawberrycocoa1 votes

Those %HP skills and items all have a damage cap against monsters built in already.

lDontLiftIcarry1 votes

Idc about a cap. the fact is that it works I could understand true damage like irelia/vayne/chogath R being fine. Because its true damage. But percentage damage should be far less effective against the baron at the very least. like 5-0-80% less effective. I mean its immune to cc and awhile back they made it immune to point and click debuffs awhile back as well.

So make it highly resistant/immune to percentage damage as well. I think it would finally make baron an actual objective instead of "yay we won a teamfight lets just get this thing cause it offers 300g and a buff" Make it a fight thats risky. Instead of a quick decision followed by an easy and quick kill. At no point in any game should baron be a quick pick up. At no point.

Strawberrycocoa1 votes

It doesn't NEED to be immune to %HP damage, because the bonus damage dealt by %HP effects is HARD CAPPED at a flat amount for each item/skill.

It Hertz When IP1 votes

I don't think he gets it, Straw...

KazaLyn Shao1 votes

Making towers more effective would only drag out the games longer, which they're already pretty long. Can't say I disagree, but we can't buff them without some serious consequences.

Partholonian1 votes

In what universe are games already "pretty long" (unless it's so close that neither side can win a teamfight without losing 3+ of their own people)?

BakedLotion1 votes

Maybe the turrets do more dmg, the more ally champs close to it?

Zoroastrian1 votes

increasing turret damage and hp would probably just make games even longer than necessary ._. turrets are pretty fine. if you need a safe place stay in the fountain :)

Totalis1 votes

are you TRYING to make games longer?

femmé1 votes

I agree but I feel the only towers that should be strong late game are the nexus ones. by 45 minutes the inhib towers should be easy to take care of but when sion is able to stand under the nexus tower for 20 seconds and still walk out (This is on video) then what am I supposed to do to stop that with his whole team there? Early game towers defend you late game you defend towers but what people forget is that there is only so much defending I can do b4 I get dove under tower because even the nexus turrets are splashing water on the enemy. By this I mean that if they're at your nexus towers, something happened and some of your team members are dead OR you're so behind that you can't defend them.

His Goatliness1 votes

I think the inhib towers should do % HP true/magic damage. They do nothing to tanks, but fuck the living shit out of squishies.

Midder Scray1 votes

Towers already have offensive ways of protecting champions under them obviously, but instead of focusing on the offense, I feel like they should also have some defensive buffs capable of player protection, too

For example, I think they could add something like when there's a friendly champion under it and an enemy champion is attacking under it, the turret should activate a shield over the area around it that blocks a certain amount of damage taken from the enemy, or reduce the enemy's damage/armor/MR/etc.

I feel like this would be a lot more fair because it'd give people a better chance of defending turrets when the entire enemy team at once is just demolishing every turret in their path

Especially early game, if you're going against a tank jung and let's say a champ like Teemo , it's too easy for the tank to take the heat from the turret while Teemo swoops in at the same time, injects some poison in your ass, and quickly gets out before the turret has time to focus on him

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