Second tier turret shield should not be active when the first is still up

LOOKATMEIMTILTED··3 votes·1,362 views

Just like the title states, I feel like Riot should remove the shield from the second turret when the first turret is still up. My reasoning is that (especially in the mid lane since the towers are so close) it gives a gross advantage to high mobility champions. A lot of damage over time spells such as ignite could be almost completely mitigated by rushing over to the second turret. Champions such as leblanc who can double jump then flash over to the turret, ive noticed in several games, are often times saved from death. Riot's been enforcing the mobility meta since the start of season 3 with the changes to movement speed, and it's left a lot of not-so-mobile champions like mordekaiser at a severe disadvantage. The purpose of the turret's shield was to prevent teams from being able to seize turrets too quickly, and having the shield up when the first tower is still up doesn't add to that purpose at all. I'd like to hear other people's opinion on this, and while it is a small detail, a lot of this game is built around manipulating small details to gain an advantage on your opponent. Every small detail that phases older, lower mobility champions out of the game, causes the game to have significantly less variety in champion picks. (I couldn't tell you the last time I saw Morde in a game but boy have I seen a lot of Zeds and Leblancs)

8 Comments

Quepha3 votes

the shield doesn't apply if you're taking damage from a dot.

coppinslinger2 votes

The idea for the second shield is to make it harder to poke the enemy team out from under their defenses AND harder to dive teams under those towers.

I can see your point about the ability to mitigate damage of time abilities, and I think this is a problem. However, removing the second tower's shield could affect situations where deep, deep tower dives occur before the first tower falls. (early group as 5 to push, or jungle fight that chases enemy team to their second tier towers). This would be a small number of cases, but could be impactful though.

I have some alternative solutions:

  1. Put a timer on being in range of shield before it applies. 3 seconds should be enough. (Could still make deep dives easier)

  2. Put a timer on shield generating after a champion takes damage. IE Once champion hasn't taken damage from enemy champions for 3 seconds, then shield will generate. (Worse at defending against consistent poke, but will remove the DoT problem.) I think Riot already does this, but the window is much shorter

  3. Shield will not activate unless enemy units are within XXXX range. (Could possibly be a problem for mid tower since the towers are so close, but would be best to not allow global sources of damage and DoTs to be mitigated - Karthus Ult, Ez Ult, Jinx Ult, Morde Ult, Ignite etc.)

  4. Shield won't apply if the champion is debuffed (IE, has some DoT etc. applied. Possible to abuse with just slows, etc. in tower-dives)

That's all I could think up off the top of my head. I think the range-limitation idea could be the best however.

LOOKATMEIMTILTED1 votes

These are some good points you bring up. In retrospect, I probably didn't explain myself well in my first post. I feel like the turret shield should only become active AFTER the first turret is brought down. Maybe I didn't put enough thought into it, but I'm glad you agree that therr's some balancing problems that need to be addressed

coppinslinger1 votes

I understand what you are saying about the second tier turret shield activating after the first tier turret falls, but I think that there are some flaws in that idea in regards to deep dives in the mid-game where teams dive even to the second tier tower before the first tier towers fall (This doesn't happen very often, but it does happen). Essentially it would make it easier for teams to dive that deep if the tower shield doesn't activate, which is against the partially against the point of the shield (Again, this won't affect many cases, but it will be impactful in some, just like how rushing to second tier tower to avoid DoT damage is impactful in some cases). That's why I proposed some other fixes to solve the mobility discrimination/DoT mitigation problem. Each fix has its own disadvantages and advantages however.

Be Kind Rewind1 votes

I thought the same thing, but the inner turret actually doesn't shield you if you've taken any recent damage from an enemy champion. It still gives an unnecessary "nerf" to champions like lux or karthus, who snipe for a kill after making sure to get their enemy down to just the right amount, however. It'd suck to have your kill denied because you had them at the perfect amount of HP, and you landed the laser on them, but the turret clutch saved them out of the blue.

Colgate Gator1 votes

I somewhat agree, but you should check on the wording, when I read the title I thought you meant the turret shouldn't be enabled, like at all, (aka, not being able to shoot).

Knight Devout1 votes

Umh, that's weird. It was supposed fixed in 4.21, now the turrets checks more frequently if you are taking any damage , even from dots, before granting you a shield, and that's exactly to prevent cases like the one you mentioned.

FHMarshy1 votes

I think this actually enables some really good plays. Just a personal opinion.

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