Turret Damage

Ännïe·10/20/2019, 11:19:33 PM·4 votes·1,964 views

Hello Riot,

I feel that the turrets should do % health damage instead of flat damage. This would make hard tanks like Mundo, Garen, etc. not be beyond tanky under turrets and even the playing field for assassin, mage, and tank.

Thoughts?

7 Comments

xDogMeatx10/21/2019, 1:42:22 AM1 votes

only issue with this is imagine fizz who can dip in and do damage and get out. he can stay in turret range (lets say 10% or 15% physical or magical or true if you wish) for like 4 seconds or so he can do his empowered aas after the enemy missed their key attacks vs old tower he can only last 2 tower shots third is death. with % damage it makes fizz more tankier so to speak.

goodiesohhi10/21/2019, 7:08:15 AM1 votes

That would make tanks worse at tanking towers and assassins better, comparatively. Do you really want that?

EyesOfTheFox10/21/2019, 7:11:53 AM1 votes

I think the damage they do is fine, however the rate at which they fire is not. Because damage is so high, you can die instantly to anything between the first and second shot. Most champions can survive two tower shots, but need to stick around long enough to do that. Having the towers fire faster would mean you actually need a front line to tank a tower.

Sky Cardis10/22/2019, 6:39:31 AM1 votes

I think if you at any point attack a champion when they are under tower (lets say a poke champ in tower range and shoots you then steps out) the tower should automatically hit them once. Also...it should target low maxhp/armor if a group attack a champion under tower. This whole tank first hitting is annoying because they aren't going to die from the tower...but a squishy heavy hitter will. i.e change target priority to low armor/maxhp when multiple divers.

Inkling Commando11/9/2019, 6:04:15 AM1 votes

either:

increase damage: turrets shouldn't have a damage cap on "Warm-Up" ability. so the damage can scale even higher than 120% and perhaps give them 50% armor pen instead of 40%.

or

increased defense: they keep their "Fortification" ability past 5 minute mark so that they don't drop within the first 10 minutes. even having only the outer turrets with this would make it last longer.