Can we BUFF towers, and not weaken them?
There's no point in playing siege champions/comps when any given ADC can 3 shot a tower.
There's no point in playing siege champions/comps when any given ADC can 3 shot a tower.
i agree buff towers armor i dont mind the minion changes but towers are just too quick to kill
yes. I died once and roamed to bot, I already lost my mid tower.
ya i think towers are really easy to destroy
[slayer-jinx-catface]
Dunno how others feel about those (jinx/brand) pictures, but imo
They are fking disgusting and annoying.
Good for you. [slayer-pantheon-thumbs]
[slayer-jinx-unamused]
this one reminds me of G.W BUSH [zombie-brand-clap]
This is the biggest flaw with this patch imho. If anything towers should be stronger than they had been, ESPECIALLY with this rift herald buff thing.
If Summoner's Rift is supposed to be primarily about playing around objectives, why give teams less opportunity to do that by killing off the objectives sooner?
Just seems to be pushing SR toward more of a Team Deathmatch style game.
[{quoted}](name=Drak Pinebreaker,realm=NA,application-id=3ErqAdtq,discussion-id=sIyQE6rI,comment-id=0008,timestamp=2015-11-15T01:03:02.905+0000)
If Summoner's Rift is supposed to be primarily about playing around objectives, why give teams less opportunity to do that by killing off the objectives sooner?
Just seems to be pushing SR toward more of a Team Deathmatch style game.
The problem I see with that is that games in my ranked matches (Silver IV-II) didn't pay a single ounce of attention to objectives other than turrets. This led greatly to games taking much much longer than they should've been, and allowed the Devourer item A LOT of space to dominate an opponent who is not grabbing every possible objective that they can. And due to the wariness of turrets themselves as objectives, it slows games down EVEN MORE, because the enemy team is more willing to defend them, and it is much much harder to split push.
It shouldn't take 40 minutes to end a game just because "objectives like turrets are important." They made the game a lot more stagnant and to this day still are the main cause of "we won't surrender" type of players, because the turrets were just that reliable on the surface. How is 20 minutes a reasonable surrender time if teams don't realize gold value and only guesstimate it through currently held objectives + k/d/a? How is that even healthy for the game overall except for the small number of people capable AND willing enough to just improve in the middle of the game?
I enjoyed the tankier turrets at first I admit, and then I started hating them when my games took twice as long even though one team had an immense lead that was not surmountable unless someone threw the game harder than a person who has just received a concussion. I don't hate slow games, but if it's because people are unaware of which objectives to take, but most importantly WHEN (and because of turrets/CS), then I will take easier to kill towers.
The problem I see with that is that games in my ranked matches (Silver IV-II) didn't pay a single ounce of attention to objectives other than turrets. This led greatly to games taking much much longer than they should've been, and allowed the Devourer item A LOT of space to dominate an opponent who is not grabbing every possible objective that they can. And due to the wariness of turrets themselves as objectives, it slows games down EVEN MORE, because the enemy team is more willing to defend them, and it is much much harder to split push.
It shouldn't take 40 minutes to end a game just because "objectives like turrets are important." They made the game a lot more stagnant and to this day still are the main cause of "we won't surrender" type of players, because the turrets were just that reliable on the surface. How is 20 minutes a reasonable surrender time if teams don't realize gold value and only guesstimate it through currently held objectives + k/d/a? How is that even healthy for the game overall except for the small number of people capable AND willing enough to just improve in the middle of the game?
I enjoyed the tankier turrets at first I admit, and then I started hating them when my games took twice as long even though one team had an immense lead that was not surmountable unless someone threw the game harder than a person who has just received a concussion. I don't hate slow games, but if it's because people are unaware of which objectives to take, but most importantly WHEN (and because of turrets/CS), then I will take easier to kill towers.
I will half agree with you - I have found that problem (somewhat) In lo ELO: But I think they should have taken a half-way point - not so incredibly weak that you leave it alone for 10 seconds it's gone, but not the ridiculousness of the "We won 20 minutes ago - would you PLEASE surrender and get this game over-with - you have two towers left!" Currently there is 0 comeback chance which is a huge problem (there just needs to be a way for a team that's behind to come back if they play well) Buff the turrets in such a way they are EXACTLY the average of the before and after picture and I think we will have decent turrets (also buff the damage so they matter...)
I feel like towers this preseason need constant babysitting. I leave to roam or back to pick up items and even if my lane is pushed half my tower's HP is gone by the time I get back. Tower damage is also pretty pathetic too, tower dives are ridiculously easy to pull off now.
FioraTheExplora--I completely agree! The towers are practically irrelevant. They should hurt and the closer a champ gets to the nexus, the more they should hurt! Defense should be brought back as a part of a winning game and that includes viable towers that actually matter! It should be possible for a team that learns from their mistakes, develops some strategies to come back for a win too, like it once was possible to do.
exactly, +1 to you. if by 15 minutes one team has taken more towers, they're pretty much given the edge and can snowball out of control. I think snowballing and split pushing have a place in the game, but when mid game actually becomes late game, the losers feel cheated and the winners feel unsatisfied. you could even have an explanation for the armor, mr and damage: saying that as you destroy the weaker lasers, the energy produced by the nexus has no where to go and so gets shifted to the next line of defense, buffing it's power. It could add in some gameplay by when the towers are all up, tower diving the second tier is no more dangerous than the first tier, but when the first line is destroyed, tower diving becomes more risky, making you work for your snowball instead of getting it for doing your job and putting a real use for true tanks and tank initiators: to draw turret agro when it gets risky.
A good Caitlyn is a nightmare for most team comps, I left her alone once literally for 1.5 minutes with her Thresh Support and she took the entire tower. Mind you this was only 7 minutes into the game as well.
why are you leaving lane tower for 90 seconds anyway?
To roam? Most supports roam Mid or wherever after their 2nd or 3rd back. The thing is I couldn't do anything once I got Mid and I immediately returned Bot and halfway there the tower fell.
I dislike the change to turrets, they are far too vveak at all stages of the game. Especially the deeper turrets. No one is really punishing this in my games, but it feels like you can never leave lane, for fear your turret vvill die before you return.
That is such a hyperbole. Its more like four shot a tower.
Completely agreed. The whole concept of towers is to defend your team and your base, not serve as free gold for the enemy team.
Why is this ignored by Riot? We post this daily have 10,000 ups and no response... Why isn't this done? Reds need to respond to this as it's a huge f**k off that it isn't.
Towers getting buffs would be intresting.
HOW ABOUT UPGRADING TOWERS WITH ITEMS
Upgradable turrets would give players the option in how they like their towers to work. Want your towers more durable? No problem buy them some armor. Want them to have more Damage no problem get them a weapons upgrade, or how about some more range? Sick of seeing your tower being whittled down by constant shoving and want to buy them some health regen now you can. Tired of your team not using you splipush prowess to pressure objectives how about you upgrade a line of turrets to give minions a temporary buff!
Have players be able to upgrade their turrets in the shop by spending gold. Via a tab in the shop players can select turrets, from there players can select which line of turrets to upgrade, outer, inner, inhibitor and nexus turrets. Upgrades would cost an appropriate amount of gold. Upgrades can be a items for example;
Defensive Items, like giving turrets a selection of items players can buy for them, this could be aura items like aegis, minion buff items like banner where it would buff a minion whom passes by. Other things could be stuff like a shield generator. Or maybe a thornmail or whatever these items may be, these items would ofcoarse have buildpaths, items bought apply to all turrets in that specific line, example; you buy health regen item for all outer turrets, or increased vision range.
Offensive upgrades Like buffing its range or damage, but also altering its attack behavior and type of atacks, think about stuff like splash damage or turning its damage into magic damage. But also increasing the overheat capacity or the way it attacks, lasers, or slow firing large heavy hitting aoe blasts, or fast attacks, or allowing it to hit more than one target (splitting it's attacks and damage)
Both types of upgrades come in the form of items so turrets can only have 6 upgrades each. The balance in this turretbuff is that you either spend gold on turret upgrading or buying items for your champion. But contrary to champions, when turrets are dead they wont just respawn on the fountain :)
Yay, I love when someone is winning lane and there is literally no way to even do relatively well cause oh look... my towers dead...
I think they said they were increasing tower health soon. (more health than the current boosted health)
Heck, Nasus can almost 1 shot towers now.
There's no point in playing siege champions/comps when any given ADC can 3 shot a tower.
I have seen cait and lucian take a tower at lvl 3-5 after they get first blood. gg world.
5.22 brought intense tower pushing and towers got nerfed, why RIOT? Buff turrets and make them a team based objective you shouldn't be melting my turrets and winning 1V3's anyway.
Towers are so weak Minion block is so bad (Spagheti Code) Crits everywhere What can we do...
Tanks are not tanks as used to be...
You cannot engage and stay alive like 5 seconds. Just sad...
Honestly, buff the hell outta towers. Make 'em chunk the hell outta players, increase their defenses, done.
Riot [zombie-nunu-bummed] Community*[zombie-brand-mindblown]* Me [slayer-pantheon-popcorn]
A long time ago Rito once decreed "Early game thou laser statues shall protect thy. Late game thou shall protect thy laser structures." And so it was.
I fail to see what's wrong with this concept. If the entire enemy team is coming up to your tower... Leave, simple as that. I like to count turrets as half an ally. 1.5 V 4? Yeah we're not winning this. Now your turret dies for you while you run away. Be happy. If you care so much about all your towers then group.
ADC's 3 shotting towers? Fuck man I'm an assassin and I 2 shot ADC's.
Maybe i should make sure that ADC doesn't get to my tower.
Moves and counter moves my friend.. Moves and counter moves
lol zed has a 44% win rate now. so much for assassinating. btw now ADCs with an optimal build can facetank Zed and lose 0 HP thanks to Mercurial having lifesteal and not being a BF sword item anymore.
lol zed has a 44% win rate now. so much for assassinating. btw now ADCs with an optimal build can facetank Zed and lose 0 HP thanks to Mercurial having lifesteal and not being a BF sword item anymore.
Then play Fizz or Talon or any number of assassins. Way to completely miss my point.
they shouldn't have removed the armor on all the turrets. They should have kept it on the inner turrets in the bases. And I don't understand why red buff can hurt the turret now. Having gangplank's passive hitting the turret was annoying enough but now red buff can hurt the turrets? Ugh.
they did
all the tower got tons more hp
No. They got more HP, but they dropped their armour. So their effective HP went down. (especially T2 towers, those got a LOT weaker over all)
Yeah seriously, the best way to win the game is to try and take bot tier one and tier 2 towers relatively quick, they melt like butter when their armor/mr is literally 0.
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But Everytime I see Megaton they explode c:
http://24.media.tumblr.com/tumblr_m6amydv7xs1qzxvd3o1_500.gif
Logged in to update my fellow nerd
They made these changed to help mage take turrets. It's not really a flaw at all I can hardly tell the difference, due to the hp increase. I do enjoy your "when any given ADC can 3 shot a tower" hyperbole though, but that is too far fetched.
To the one that says you left a Caitlyn and threshold only for a minute and a half. Of course they took you tower even before the preseason patch you can do that, and yes seven minutes depending on what you have built, rune, and the new op masteries.
We're players that go through this every preseason. We just adapt to the new play styles and make the most out of it.
If mages should take turrets, then they should do the same thing they did with the Inhibitor Turrets this season where their AAs do a portion of their AP as bonus damage to the turret. Decreasing the health of the entire turret is not the best course of action.
I agree that we are kind of overreacting. Last preseason, we had the whole Cinderhulk situation, but then Riot was able to fix it (for a time). This season, I'm assuming they are going to have a lot of work in terms of balancing what they just created, but their intentions I think are very good.
AP Mages have always deal a % of their AP as damage to turrets... just that most mages don't have attack speed so they have way less DPS compared to ADC's most of the time Though I do believe they raised it by 10%
mages do get ap bonus to their tower auto attacks already
Damage to a turret is based on base attack damage plus the higher of bonus attack damage or 40% of ability power
There's never ganna be a time that all comps are good
[{quoted}](name=Godlike Jungle,realm=NA,application-id=3ErqAdtq,discussion-id=sIyQE6rI,comment-id=000f,timestamp=2015-11-15T05:22:16.098+0000)
There's never ganna be a time that all comps are good
...but Riot's whole gameplan was making EVERY comp with specialized items etc months ago. Now, there's no reason to have dedicated siege or splitpush when you can just force a tower down in seconds as long as your ADC is ahead.
...but Riot's whole gameplan was making EVERY comp with specialized items etc months ago. Now, there's no reason to have dedicated siege or splitpush when you can just force a tower down in seconds as long as your ADC is ahead.
i would say that is a lie, i was 11/2 on quinn the otherday and had a fiora fizz jump on me and kill me rendering me useless even though they wernt fed they kept killing me over and over again because adcs are still squshy
yeah, you still can't facetank assassins as an ADC alone. You still need minimal mechanics of kiting.