I don't think people realize how badly mobility creep impacts tower strength

deadlychuck··22 votes·1,169 views

Pretty much as the title says.

As the game adds mobility to all of these champions, with no real cost to their kit budget, you end up with weaker towers as a side effect of being able to spend less time under tower, even if you have equal, or even slightly lower, time to kill.

13 Comments

Spoofghoul4 votes

Maybe turret attacks should make people grounded

there i fixed the problem

AwesomeGuyDj3 votes

Make it so that they have the same range as normal, but longer range once locked on (I.E base range of 500, (just an example) but once it locks on to you it can hit you up to a range of 600.)

THE RlVER KlNG2 votes

That would still hurt immobile champs who have to escape tower range too, really just shifting the danger proportionally for both groups but still hurting those without mobility

AwesomeGuyDj1 votes

[{quoted}](name=THE RlVER KlNG,realm=NA,application-id=3ErqAdtq,discussion-id=sEMaTFPd,comment-id=00020000,timestamp=2017-04-30T12:56:04.125+0000)

That would still hurt immobile champs who have to escape tower range too, really just shifting the danger proportionally for both groups but still hurting those without mobility

Maybe make it so that the extra range only applies if you use a movement ability away from the tower?

THE RlVER KlNG2 votes

That would be difficult to code and super wonky to play with

DunkinNoobs2 votes

A lot of the best tower diving champs aren't even mobile. DrMundo Garen Darius Tryndamere. Sure, there's the Fizzes of the world tower diving you but there's also the Tanky, damage dealing juggernauts and bruisers that dive you just as well, if not better.

Spoofghoul2 votes

tryndamere has a dash

and garen & mundo can speed themselfes up

not the pinnacle of mobility but there is still some of it

Mira Arya Enthe2 votes

Most tower diving champions aren't even mobile, they are tanky and/or have some sort of dueling sustain. Or are a tank and tank the shots for their carry as they kill the enemy.

Mobility creep isn't going away. So towers need buffs.

Stacona2 votes

All the mobile champions are disgustingly over tuned right now. Unless you have an immobile assassin about laying in wait patiently then they are extremely broken in league. Mobility should pretty much lead to dealing piss nothing for damage.

Bouncemaster Zac2 votes

Also Champs who can juggle tower aggro solo like Kled , who can dive, kill you, "die," then drop tower aggro and walk away because losing Skaarl made him drop aggro.

Avienal1 votes

{quoted}

Pretty much as the title says.

As the game adds mobility to all of these champions, with no real cost to their kit budget, you end up with weaker towers as a side effect of being able to spend less time under tower, even if you have equal, or even slightly lower, time to kill.

Doesn't help that once mid'game rolls around, the bsery known as health hoarding champions starts rearing its ugly head and then champions can just basically waltz under turrets and maul you and get easily away with soaking 5 turret shots and barely lost that much health. Especially for champions like Nautilus TahmKench Nasus Shen Zac and plenty of other champions with natural pudgy build setups. Its really why i feel like turrets need to include a true damage slapper bonus to create punishment against tanks strolling into turrets, regardless if they have minions already and just get relatively ez poke damage with their high stacked damage based skills.

This also even results in minion wave blocking so your effectively letting your waves build up while you block the enemy minions further down the lane between the turrets. It just adds more as the caster minions who help push the lane pile up an once you have 2 sets of them (6 basically), they end up devastating thru turrets with insane ease since they end up soaking turret shots and stalling the enemy minions on the other side so the minions on 'your' side end up continuing to build up so the 'middle point' has been pushed so far deep, that you could leave a lane alone after it happens and long as you keep the enemy team busy, the minions could basically take the 2nd and 3rd turret given enough time passes.

Point and case, they 'did' add the change to speed up minions a tad bit to force shorter matches, but really i feel like it made snowballs too dominant as a result and allow the snowballs grant super early pudgie champions so they just wrap it up with the tank soaking the turret shots to allow retarded GATE style turret damaging and then just run away if any of the enemy champions start coming so you can just rinse and repeat the process while your minions do the rest of the work thanks to the 'snowball bsery' and the enemy team has to waste a bunch of time pushing all the waves but end up splitting themselves up to do so and just result in you guys able to pick them off with cluster fk snowballing and easily snag objectives because they are to spread apart or they are in the base trying to bunker down.

BUT that logic just is more bs since your team can then use their overfed arses from objectives and what not to just poke the turrets down and try and bait you in the jungle for more cluster fk gank eats then after they kill 1 or 2 people, they can just roam between 2 turrets to harass both of them while the rest of the enemy team is forced to try and protect 1 since they can't 1vs1 protect a turret, especially against retarded champions with retardedly easy shields and mobility measures (TahmKench) who can just counter by slapping you, then eating you then prob just spit you to the opposite side so he can easily kill you then or just put you right next to their team mate and they just one shot the rest of your health bar.

[slayer-jinx-unamused]

Seriously Rito, you need to remedy the snowball bsery, revert the 'changes' made to speed up a game or at least make turrets so strong they punish divers divers hard with some bonus max% health blasting damage if the enemy is above certain health thresholds, prevent 2 man turret dives from being so common and make turrets actually act as a way to properly reset minion waves (such as maybe increased attack speed when no champions are present to prevent turrets from being creep killed so easily?), seriously give it a good brain storm.

muted team chat1 votes

the top comment isn't about elise lvl3 tower diving people in high elo?

mkyner1 votes

Maybe have the towers move. The more towers that get destroyed, the faster the remaining towers chase you down. :)

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