Towers are too Weak

Darkneslso·8/22/2018, 1:33:55 AM·1 votes·822 views

Many people currently think that turrets are weak, and many don't feel safe under them in the early game. They say to buff turret atk dmg, or it's health but I have a unique proposal.

I think one easy fix to this is that if you're under an ally Turret you gain some defensive stats that decay over the course of the game. If you are melee and you have been under turret for 6/8/10 seconds you gain 13/9/4 armor and magic resists for levels 1-6/6-11/11+. If you are ranged and you have been under turret for 5/7/9 second you gain 14/10/5 armor and magic resist for levels 1-6/6-11/11+. If you leave turret range while under buff you can't get it again for another 30 seconds.

This allows Turrets to be safe in the early game, where protection is needed the most and games are not decided by 1 bad trade. Turrets give little protection in late game where games are decided by team fights.

These numbers can be changed, but the overall idea is that to make turrets feel safer is by making it give some armor and magic resist

4 Comments

Hyquiem8/22/2018, 1:47:29 AM2 votes

I’ll be honest It was a good idea ipuntil I thought. If a tank has high base armor / mr and you towerdive him since he has low hp but then it fails cus he resists your damage. Then if you tower dive a talon as a mage.. he has more resist and beats you like the orphan he is..

It just saves too many things

lightwolf10308/22/2018, 1:58:22 AM1 votes

You’re kidding right? Early game towers 2-3 shot LOL They accidentally eat a tower shot u win the fight.