Towers are too weak!

Hot Belly Dancer··24 votes·1,140 views

Seriously, when you can tank tower at level 6 at less than 1/2 hp and take multiple shots and survive, 3 man ganks at level 5.. facing poke champions and quickly seeing your tower die to minions! come on, towers need more durability, and on top of that, death timers are so long. by the time you respawn, your tower is gone![slayer-jinx-unamused]

17 Comments

Hemulen Magi5 votes

I think the issue comes down to mobility, like so many other issues in league. Mobile champions can easily dive and get back out whenever they feel like it. This is especially problematic if the mobile champion has some form of untargetability or spammable relocation to juggle the aggro and reset the turret warm-up.

I absolutely hate it when I am top lane against someone like Riven and they pick up a kill or two and start snowballing. I can't farm because I would instantly lose 60% of my health if they dash-hop onto me from across the lane. Then when I try to hide under the turret to pick up a few CS, they of course dive and 100/0 me. When I CC them, they just end up tanking 5 turret shots but that only deals 1/5th of their health because of their spammable shield... It feels cheap. There is nothing I can do at that point to salvage the lane... And champions like Riven are so mobile that they'll just spam stun-hop-dash away if my jungler tries to help. It makes an impossible to deal with situation if a mobile diver ever gets even slightly ahead. There needs to be a way to punish them without sending a 3 vs 1. If a zero-armor champ gets hard CCed under a turret while they have aggro, they should need to flash away or die (preferably die).

Hot Belly Dancer1 votes

yeah,i hate that.. they need some buffs really quick.

MaIevoIent3 votes

In Dota 2, towerdiving is even easier. You guys shouldn't complain, if you dont like the towers in this game, you definately won't like the towers in Dota.

Since Dota 2 is a better, more advanced and well though out game than this game, the changes in this game should be done to make it more similar to Dota and not the other way around. Most high elo players agree with this, and that's just asimple matter of fact.

If you really think about it, tower damage should be nerfed instead.

WabberJocky2 votes

Way to be irrelevant in the conversation.

Radiant Seraph1 votes

DotA... that frustrating game where everything is op as fuck and it has way too much mechanics to have a casual fanbase... Yeah, it's the better game, but only for competitive. And then there are some unhealthy and uncompetitive mechanics such as dodge...

Weathered2 votes

Getting buffed next patch chill

Hot Belly Dancer1 votes

nice, i might have missed it C:

Zero Skill Tank1 votes

Unless you are facing Zed that is, than they are even more squishy.

DrDiaga2 votes

There is a buff on the pbe currently

WabberJocky1 votes

I say this all the time.... Towers are weak sauce. Especially the inhibitor towers! Weak ass shit

Hot Belly Dancer1 votes

i just beat gnar in lane, but due to his high poke, i was farming safely, but my tower died really fast by minions he went 1-4.

Icestar11861 votes

Getting buffed next patch, as people have said. Read pls.

Hot Belly Dancer1 votes

sorry sir, i missed it c:

Kai Guy1 votes

"Meddler (NA)

  • 18 days ago

We do think some of the changes we've talked about here should have some impact on tower trading in pro play. Pro play does often favor taking the safe, equalizing play when available (you go for our outer tower, we go for yours). We have in the past seen Dragon be a major driver of early conflict when the reward's been sufficient though, with teams prioritizing taking it over towers. Smaller objectives also have some value there as a way to help create situations where 'just go for one of their towers' isn't so often the correct response.

Risk defending towers is the other lever we're looking at. As player skill's got better, both in pro and regular play, towers have become increasingly dangerous to defend, with good agro juggling especially allowing much earlier safe ish dives. That means that defending a tower while outnumbered's the wrong choice more often than it should be. Our first step there's going to be making tower damage ramp harder, particularly when they're swapping targets, making dives riskier and defense therefore a bit more appealing. We're also looking into whether minion damage against towers early on's potentially too high, resulting in pushes that grind through a tower too quickly early game (as with agro juggling players have also gotten a lot better at wave manipulation over time).

If putting sufficient power into other objectives, stronger tower ramp and potentially better defense against minion damage isn't sufficient to create a more dynamic early game we'll then look into other options. Not certain as to details yet, that'll depend on how those changes go. I'd expect additional work to make it more practical and rewarding to defend towers early to be where we start though."

Kai Guy1 votes

I highly recomend people take a look at the the dev corner. http://boards.na.leagueoflegends.com/en/c/developer-corner Also as mentioned keeping Tabs on the PBE can be useful, i tend to use http://www.surrenderat20.net/p/current-pbe-balance-changes.html for that.

Hot Belly Dancer1 votes

nice, was looking for that! thanks :D

Maximum Morde1 votes

The solution is obvious. Give them a mustache.

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