Why did we remove the laser turret?

LegitBacon66··115 votes·12,782 views

What was the reason behind that? Turrets are so damn weak it is sad. They are not a source of defense at all.

95 Comments

Dasdi9615 votes

Because they want you to be able to last hit under them.

Divine Winds42 votes

last hitting under inhib and nexus turrets makes no sense, since usually by that point you'd just aoe/runaans clear a whole wave. Unless you're a single target champion, but I wouldn't see why you'd last hit so late into the game. Taking the wave out quick then looking at your enemies' objectives is more important.

Sona Ping6 votes

That's not correct; you are confusing things.

That change was talking about turret adjustments to match the minion health changes. Laser turret removal had nothing to do with that.

MrWasjig11 votes

Because last hitting under Inhibitor and Nexus towers is apparently more important than defending your fucking Inhibitor and Nexus...

Backup4now9 votes

Um... Because they were just as bad, if not worse, than normal ones?

If you want a buff to turrets, dont re-add the laser. That thing was garbo. ACTUAL BUFFS are what you want.

GayFluffyUnicorn3 votes

Not really. The nexus laser could fend of atleast one wave of superminions if not two when your minions were blocking their approach. Now a single one is enough to take down both towers giving you no chance of getting back into the game or actually contest something.

Calabok6 votes

They said they removed it in the patch notes. SO. go read patch notes.

Divine Winds32 votes

He's asking why. There's no real reason, and the new turrets deal like 0 damage. now its so easy to take turrets.

Trias00011 votes

To be fair, laser turrets dealt 0 damage too. And their description was bugged - it said 4 attack speed and ~160 AD, when in reality it was far less.

dont trust girls6 votes

It's very simple, they were added because diving was seen as really easy and there wasn't anything a team could do against another team who was in position for the siege, after all they had a tank on it the entire time. The laser turrets dealt damage per every like half second and slowed, on top of that they shredded armor which made it easy for not only the turret to kill the tank but also your team. So people instead of running down mid like apes actually had to pressure multiple if not all three lanes at once, which made ending the game really hard if they couldn't push all three lanes (Though baron was a huge objective that could end games), teams which snowballed huge leads were at a strong inherent disadvantage when ending the game, riot decided that summoners rift did not need laser beam towers, though it was cool and thus the rift went back to it's old normal tier towers at the end.

  • TL;DR rito wanted to give teams that deserved to lose a way back into the game but reformed their decision. Kappa.Ziggs
Rakvir5 votes

Hell, they were easily abused, that's why. Even Galio could. He HEALED off them.

Photos of Ghosts3 votes

Galio heals off a lot of things tbh

Kynami3 votes

First three tower shots are for free basically for him.

Heaven help the fool that brings DFT capstone against him though. Like a free 20% health-bar refill no questions asked.

Frius5 votes

they couldnt fix sound issue continuously playing laser sound even if they didnt have a target ,so they simply fucked them. gg ez riot team.

Hige4 votes

Turrets are not supposed to be a source of defense though... the objective of the game is TO DEFEND turrets, not backwards (turrets defending players), so dying to a dive is pretty much your fault because YOU thought that the turret would defend you, the turret is trying to defend itself, you are simply on the way

LegitBacon6630 votes

So getting dove at 5 minutes in the game is fine?

Hige7 votes

considering that "getting dove" successfully means that at least 3 to 4 players are in your lane, yes, it's fine.

if you are getting dove 2v1 you can be damn sure that you CAN win that trade if you play smart, capitalize on their mistakes and stay focused on what you should be doing when dove.

LegitBacon6620 votes

If I play smart? What if I have no mobility? What is flash is cooldown? There are too many factors. Especially since jungle and diver class dominance makes it easy to dive turrets at extremely early levels.

Anidan4 votes

If your Flash is on cooldown 5 minutes in and you're immobile there's not much you were going to be able to do anyway unless your champion was absurd or the tower was.

LegitBacon662 votes

Ok say i burn flash at 5 minutes. Then i will get camped with no flash lol

Tactical Poro4 votes

So say the enemy team adc burns flash, now your jungle camps them. The only difference in this scenario is that it's completely fine with you. It's only when you get forced to play a unfavorable hand or make a mistake that everything is ape shit wrong. There's game modes where you can save your flash all you want, they call it Co-op vs Ai, it seems more your speed.

Anidan2 votes

In the situation proposed, you're immobile. What did you expect to do, pull out a 1v3 or be immune to dives somehow? You're immobile - you are one of the prime candidates to dive because you can't escape. That's the risk of playing someone immobile: if you're in a bad situation, you can't escape. Making dives impossible for the sake the immobile is terrible balance.

Rewt6 votes

if you are being dove at 5 min then you were already losing lane to the opponent and you had so little health that they killed you and got out quick, or you arnt warding and being safe from ganks to get you low or make you lose lane in the first place

Either way its user error. not game

Papa Andrei9 votes

Played Trundle. Enemy tram pick teemo, got poked down, farming under tower. Minion wave comes in, Elise flashes over wall hits her Coocoon, foes full combo, tanks for Teemo to do damage, then e out of turret aggro. All in 1.7 seconds

ShaolinToilet7 votes

Honestly what you described is them just outplaying you. If you're low then a 2v1 dive should be easy

Papa Andrei2 votes

75% health isnt low.

Ariel the Cruel2 votes

Welcome to season 7. XD

Dracocrash8 votes

so you lost flash, in less than 5 minutes into the game, managed to get hit by a skill shot, got outplayed. And proceed to blame weak towers? 10/10

Papa Andrei1 votes

NO still had flash, but nothing to be done when they can instant flash e coocoon. Did i say blame weak towers? no, I just stated what happened. If anything divers have to many safety nets is the issue.

Rewt2 votes

just gotta react faster man.

also wards

Glory ln Death3 votes

Yeah, 1.7 seconds is like 2 turret shots, and, like you said, Elite's Rappel can cancel a third shot while she's retreating. Going in 2v1 against an already low health target is supposed to favor the divers. There's really no argument here.

Now, if it had been a 10 second dive at 5 minutes against 2 full health targets, that would have been a decent argument. But, that doesn't happen, since no one is tanky enough to survive more than 5 or 6 turret shots at 5 minutes in, especially with 2 full health champions fighting back.

Hige2 votes

if you have no mobility and flash is on cooldown and you broke a leg or something, leave the turret, you are complaining that you are getting dove but you are literally a sitting duck waiting to be killed ._.

Photos of Ghosts4 votes

Oh yeah give the opponent that juicy 8 levels advantage

Glory ln Death2 votes

Oh yeah, get killed and give the enemy that juicy 8 level advantage plus kill/assist gold.

Photos of Ghosts1 votes

See? Game's flawed, that was our conclusion.

MegaV78G872 votes

{quoted}

Turrets are not supposed to be a source of defense though... the objective of the game is TO DEFEND turrets, not backwards (turrets defending players), so dying to a dive is pretty much your fault because YOU thought that the turret would defend you, the turret is trying to defend itself, you are simply on the way

Turrets are there to defend the nexus by giving backdoor protection to keep the enemy from just killing the nexus first. Inhibs same purpose just does not actively attempt to fight off enemy threats in range.

Hige3 votes

what? what game are you playing?????

Turrets do not give backdoor protection, turrets are a lock for the nexus health, if you don't complete the line of turrets on a lane you will not be granted access to damage the nexus. This has nothing to do with backdooring, turrets are a requirement, they don't protect anything but themselves

Turrets are objectives that you must take, if the game was a capture the flag kind of thing, turrets would be small keys that you needed to collect in order to access the room with the big banner. Keys wouldn't fight back but they wouldn't be easy to get either and that's EXACTLY how turrets work, they aren't defensive zones, they are just an objective that you must defend and that your enemy must take.

MegaV78G872 votes

{quoted}

what? what game are you playing?????

Turrets do not give backdoor protection, turrets are a lock for the nexus health, if you don't complete the line of turrets on a lane you will not be granted access to damage the nexus. This has nothing to do with backdooring, turrets are a requirement, they don't protect anything but themselves

Turrets are objectives that you must take, if the game was a capture the flag kind of thing, turrets would be small keys that you needed to collect in order to access the room with the big banner. Keys wouldn't fight back but they wouldn't be easy to get either and that's EXACTLY how turrets work, they aren't defensive zones, they are just an objective that you must defend and that your enemy must take.

Dota 2 and LoL. We likely have 2 different understanding of backdoor protection. They are more defensive zones compared to turrets in dota 2, which do not target you if you attack an enemy under their turret (They only target you if there are no creeps under the turret range when you enter the range yourself.) Turrets are just a line of defense as are minions. Dragons are objectives, but they are not in game to defend anything compared to turrets which do.

juju adventures4 votes

Even the laser turrets were weak as fuck lmao. Maybe they should make the nexus turrets similar to the fountain turrets, but maybe half as strong. Inhib turrets 1/4th as strong.

Kosm1K8 votes

fountain turrets deal 1k true damage per sec, what you're asking for is overkill lol

TheMinez4 votes

Actually there is a separate classification for the Nexus Obelisk's true damage. It is called "Pure damage." Pure damage ignores invulnerability/shields and other things of the sort. The only way to counter Pure damage is with a metric ton of HP, Health regen, and 4+ dedicated healers.

Just some trivia.

Kosm1K1 votes

Ah, I didn't know they gave it a classification

IA9hRfpP5q3 votes

so that Darius and tanky Yasuo and Camille can thrive, since their weakness is that they are melee riot needs to create better diving opportunities for them.

dont trust girls1 votes

Tank yasuo was never meant to be a thing, riot is now realizing that the gold value on a double crit passive is actually ridiculous, even if he crits for a little less damage.

LegitBacon661 votes

Phantom dancer was the intial problem

dont trust girls2 votes

Not the fact that his passive doubles crit chance? Yasuo wouldn't be able to build tank without that passive, he was actually designed as a melee assassin / fighter with huge burst damage and literally 0 tank potential. A reason why he is going to see a rework, or so I hear. if he got a % bonus AD for every X AD then he would still not be able to build tank, % crit chance is a huge dps increase and his kit has no reliable CC on it's own other than E + Q with whirlwind Q up after 2 successive Q hits.

dont trust girls2 votes

lets take a look at Yasuos' passive in terms of gold

Converted gold cost of 1% crit chance = 50 gold Assuming at level 1 Yasuo has a brawlers glove (10% crit) 500 gold value. That's pretty good considering it more than doubles the value of brawlers gloves on Yasuo

Converted gold cost of 1 HP = 2.64 gold

at level 1 264 gold as it is a 100 damage shield

that so far is 764 extra gold that he has built in possible at level one. Now nobody starts brawlers glove on Yasuo so lets take a look at infinity edge and PD gold effectiveness just based on his passive for the time he has these items I will say he is level 10 for the shield portion

Converted gold cost of 1% crit chance = 50 gold 50 % 50 = 2500 (100 more gold than a full manamune item 3004 )

and his shield is at 180 now so
482 extra free gold from his passive at that time

total level 10 with 50% crit is 2982 extra gold from his passive. Well what can we really get with ~3k gold? well you know what's really funny? item 3022 Frozen Mallet costs 3100 gold item 3742 Dead Man's Plate item 3143Randuins Omen and item 3068 Sunfire cape all cost 2900 gold.

Such is the way that I think his passive allows him to build tank, because he is still dealing damage when he does. Just proving my point, this thread has nothing to do with yasuo specifically ^_^

LegitBacon662 votes

Maybe if the meta wasn't the race to kill with insane burst he wouldn't have to build tanky. He could've built tanky a long time ago if he wanted, everything was there

dont trust girls1 votes

This is why they are changing yasuo, He's supposed to be a champion that's forced to build damage, what I would do is give yasuo a passive that gives him bonus AD % per total AD he has and make his q able to crit and fully crit I think, would still encourage building crit items. I'm not on the RITO yasuo rework team though :P

  • From what I hear they are changing him, I could be wrong
Elikain2 votes

#Here's why: #Table of Contents > Summoner's Rift > Turrets


#The previous reasoning on why to add lasers to inhib turrets: #Map Objectives

All in all, Riot is not bound to keep a mechanic in the game under all means if the general direction on why it was added in the first place, changes. Split pushing at that time (patch 4.20) was a common tactic that didn't involve people in a lot of fights and Riot made it more difficult to take that inhibitor when it's being defended by a champion. Divers wouldn't be able to run away after a dive, which makes that play risky if it's just one champion looking for an easy kill.

#General Context

With strategic diversity being our big goal for the 2015 preseason, there are a number of ways we're tackling the challenge. In the case of objectives, we wanted to create incomparable rewards to better differentiate between map objectives.

So... what's that mean?

Basically with each map objective on Summoner's Rift becoming more unique (both in terms of the rewards they give and how you take them), we can make it so that every path to victory in League can be uniquely different as well. So rather than most strategies boiling down to who can get the most gold (which is important, don't get us wrong), we wanted to amp up the number of interesting and meaningful choices a team can make throughout a game. Should we be prioritizing dragon buffs? What if we just fast push to the nexus? Can we do that with proper map rotations? IS THAT A LASER!?

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