Tier1 towers

yung settings·2/6/2019, 4:23:59 PM·29 votes·12,123 views

I believe that tower plating doesn't exactly help keep towers safe for longer than 10 minutes. In most situations I find myself backing once and see the opposite lane and jungle just dogpiling my tower. Sure towers don't die 6 minutes in but now the tower is now just re-enforced toilet paper with money glued on it instead of being normal toilet paper.IT also doesn't help that the amount of gold plating gives. The fact that breaking 4 plates gives 640 gold just further perpetuates snowball because not only is the losing laner already behind, he will also be further lag behind because plating gives even more gold to winning lane. I would like to see plate be tankier or reduce the reward on plating personally either works.

Tldr: a reduction on the reward gained from plating or increase the armor value of plating by a bit would be nice.

17 Comments

DeusVult2/6/2019, 7:25:10 PM10 votes

I wish that turret plating would give less gold, but IMO the turret changes have reduced snowballing and slowed the game down. Previously, the bot turret could be down as early as 5 minutes into the game, and in just about every game the bot turret would be down prior to 10 minutes. Once that first turret fell, ganks started having a lot more of an effect against that lane, because they had nothing to fall back to. Then, with that increased lead from more farm/kills and the turret, the bot lane would swap up to top/mid and collect that free standing gold.

So while its not perfect, I think that the changes have worked

I love cowboys2/6/2019, 11:21:17 PM5 votes

There would be 0 reason to go for early tower pressure if you remove the reward for taking tower plates and you'd just get a 5 man gank fest at botlane again since roaming would have no downsides.

AntiSJW2/6/2019, 8:22:04 PM4 votes

REINFORCED TP WITH MONEY ON IT XD XD XD XD

GigglesO2/6/2019, 10:42:22 PM1 votes

[{quoted}](name=yung settings,realm=NA,application-id=3ErqAdtq,discussion-id=uZsWE03M,comment-id=,timestamp=2019-02-06T16:23:59.882+0000)

now the tower is now just re-enforced toilet paper with money glued on it instead of being normal toilet paper.

I think you mean 2 ply ?

chide da jungler2/6/2019, 11:26:49 PM1 votes

I remember being a jg, gank bot lane when the minion wave had stacked up and taking their tower completely off that first gank. Then, bot lane rotated to top and we took that too. So by 10 min we took 2 lanes out and then took herald at spawn for midlane 2 towers.

That doesn't happen anymore.

I'm not sure how long you want early game to last, but it feels pretty good right now.

mack91122/7/2019, 3:29:20 AM1 votes

Turret plating contains lost lanes which is it's intention. The reason you lose tower plating is because you are losing lane.

Cantrip2/7/2019, 7:59:04 AM1 votes

This post hardly needed a TL:DR

Saying that, I agree

ZaFishbone2/7/2019, 8:47:57 AM1 votes

Roaming champions were too strong. Still ARE too strong. The current turret plating is the only thing that really punishes them.

Warlord Rhinark2/7/2019, 11:22:01 AM1 votes

Increase the duration to 15:00 and reduce the Gold to 100 Gold.

There, Turret Plating lasts for longer but doesn't drag the game out, and the Turret Plating doesn't snowball people intensely, but still rewards those who get them.

PermaJinxed2/7/2019, 11:57:53 AM1 votes

Reduce the reward based on defenders being present? Would still reward laners who didn't follow a roam but would reward winning lanes a little less (they'd have to kill the defenders to get the full gold)

Shiroe Okazaki2/7/2019, 11:33:33 PM1 votes

i would say bring gold down to either 80 or 60

ExpStealer2/6/2019, 8:31:58 PM1 votes

I have an idea - remove plating Gold, but let the turret start very tanky (250+ resists) and lose a portion of its tankiness as plates are destroyed. Then let the turret keep the level of resistances they have when plating expires for the next 5-10 minutes.

Gramps692/6/2019, 8:53:05 PM1 votes

I think it would be better if turret plating gave additional resists but didn't give gold when a plate is destroyed. I think it would be worth exploring having plates fall off naturally (not turret health, just the plates that grant X resists each) up until the 14 minute point where plates already fall off. You could have plates start falling off at 6 minutes, then every 2 minutes after. Not sure if this would help as turrets would end up being less tanky before 14 minutes, but it would at least stop the potential 2 kill's worth of gold going to the enemy laner if they're already dumpstering you.