Why did we remove the laser turret?
What was the reason behind that? Turrets are so damn weak it is sad. They are not a source of defense at all.
What was the reason behind that? Turrets are so damn weak it is sad. They are not a source of defense at all.
Because they want you to be able to last hit under them.
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.
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.
Because last hitting under Inhibitor and Nexus towers is apparently more important than defending your fucking Inhibitor and Nexus...
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.
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.
They said they removed it in the patch notes. SO. go read patch notes.
He's asking why. There's no real reason, and the new turrets deal like 0 damage. now its so easy to take turrets.
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.
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.

Hell, they were easily abused, that's why. Even Galio could. He HEALED off them.
Galio heals off a lot of things tbh
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.
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.
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
So getting dove at 5 minutes in the game is fine?
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.
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.
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.
Ok say i burn flash at 5 minutes. Then i will get camped with no flash lol
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.
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.
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
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
Honestly what you described is them just outplaying you. If you're low then a 2v1 dive should be easy
75% health isnt low.
Welcome to season 7. XD
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
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.
just gotta react faster man.
also wards
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.
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 ._.
Oh yeah give the opponent that juicy 8 levels advantage
Oh yeah, get killed and give the enemy that juicy 8 level advantage plus kill/assist gold.
See? Game's flawed, that was our conclusion.
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.
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.
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.
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.
fountain turrets deal 1k true damage per sec, what you're asking for is overkill lol
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.
Ah, I didn't know they gave it a classification
so that
and tanky
and
can thrive, since their weakness is that they are melee riot needs to create better diving opportunities for them.
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.
Phantom dancer was the intial problem
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.
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
)
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?
Frozen Mallet costs 3100 gold
Dead Man's Plate
Randuins Omen and
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 ^_^
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
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
#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!?