My feedback on Inhibitor turrets, sieging, and super minions and how they should REALLY be changed

Hibeki··1 votes·522 views

There are a lot of things that this game has retained since the start that have been recognized as being fixed, but the fixes just...don't fix it. at all.

Sieging at inhibitor turrets

This has been extremely iffy for a while. The turrets can become IMPOSSIBLE to take because of a certain champion while becoming too easy to take because of others. An inhibitor turret should be a threat to both minions and champions alike. Thinking twice before diving an inhibitor turret should be an absolute must if you don't have a 300k gold lead. They just have zero impact on minions and champions alike. All they are right now, is just the 'thing' standing between me and the inhibitor. It doesn't pose any threat at all.

A scenario in a which a team sieging that is slightly farther ahead than the other kills the turret in one wave because the turret is hit by one minion wave, and the other team backs off SIMPLY BECAUSE THEY DON'T WANT TO FIGHT should never happen. EVER. The inhibitor turret should only be something that can be taken when either: A. An extreme lack of pressure in one lane (NOT SPLIT PUSHING, I will get to this later) or B. Most enemy champions are dead and there is no contestion.

The turret should pose a threat to minions and champions alike. Meaning it should clear a single minion wave in under 30 seconds (I mean seriously) and those who take aggro should actually have to worry about being taken aggro by the turret. THIS IS IMPORTANT.

Now the DPS leash was a great idea, it provides a solid damage per second instead of damage per shot, meaning that a champion can't skip out on damage by just barely getting out of range for that last shot, and it is much quicker to kill minions.

Now the problem against the minions simply is, there isn't enough leashes. Having three leashes at 60-70% power (against minions only) would clear waves not too fast and not too slow. This provides a clearing for the turret that means you can't siege the turret in one wave simply because the team wont fight you.

It should also retain the extra leashes against champions, but also have a DRASTIC damage per second multiplier. This turret should pose a THREAT.

Having the walls on either side from my perspective was so that you could siege break without being at risk too much. You wouldn't even NEED these walls if the turret even posed a threat.

A single super minion wave shouldn't be able to take on a ridiculous amount of enemy waves alone, and two super minions shouldn't be able to take a tower.

This is just ridiculous. If you were the unfortunate soul of a team who lost an inhibitor incredibly easily, you now have a lane that you cannot leave unattended for even a single wave for a solid FIVE MINUTES. A team could almost take TWO DRAGONS with that amount of pressure.

A lane unattended will almost always lead to 2+ super minions in your base within 60 seconds, and pretty much a guarentee of both nexus turrets lost. This is just ridiculous, the lead should be big, but it shouldn't be THAT big.

You can change this by not having the super minion buffs stack. From 60 seconds of a lane unattended, you go from not having two 300 per hit tanks in your base, you have two SIX HUNDRED per hit minions in your base, not even counting the massive buffed melee/ranged creeps.

Changing the super minions to spawn every OTHER wave. (Once every two waves) and having a super minion wave spawn IMMEDIATELY after the inhibitor is broken, along with slightly weakened super minions (Health wise and damage wise) can provide an instant threat without having such a ridiculous impact for such a long time.

Splitpushing should not have a ridiculously easy way of gaining map pressure

There are plenty of team comps that can fight or hold off of engaging a 4v5 quite easily, no tactic like this should be able to bring down a ridiculous amount of turret simply because A. If someone leaves the team will engage, B. The team can fight a 4v5, C. The team can STALL a 4v5, or D, they can pick off whoever leaves.

Such a ridiculously cheese way of gaining map pressure should never exist given the champion pool.

3 Comments

wolfax1 votes

Having three leashes at 60-70% would mean it would mow through minion waves like butter. You're literally doubling the power of the turret.

Hibeki1 votes

Exactly, the turret can't kill minions fast enough as is.

With a siege minion and a full minion wave, youll be lucky if it kills the wave within 30 seconds by itself.

Nybx4life1 votes

I find this funny. If you ever go to a custom game and watch the minions do their own thing, minions can stick to a turret for a while. Sometimes for the length of two or even three minion waves. That's without Baron. Having them more powerful should hold them back, but it would overall extend the life of the game.

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