Lets make towers fucking terrifying.

Bârd··75 votes·3,784 views

Punishing Dives

Tower shots deal (50X) mixed damage per shot (75% physical, 25% true). Towers fire (1.0 + (.1X)) shots per seconds, up to 2.5 shots per second.

Firing a shot grants 1 stack of "Powering up". These last for 10 seconds, and fall off after the tower goes 10 seconds without shooting anything. Nexus towers persistantly have 2.5 attack speed, and only gain damage from these stacks. X= # of powering up stacks.

This is a giant fucking building and will not be tickled to death

Outer towers have 5000 hp. Inner towers have 7500 hp. Inhibitor towers have 10k hp. Nexus towers have 10k hp, and have 30% damage reduction if the other one is active.

Call in the repairmen

Heimerdinger passive now heals turrets, at triple effectiveness. item 3056 active can be used to restore HP to allied turrets. {{summoner:17}} introduced on Rift. Either massive HP regen on a turret for 8 seconds or 80% output reduction on an enemy turret. Nexus towers now respawn after 10 minutes.

60 Comments

Into The Aether53 votes

The towers should also talk to each other. When one of them has taken enough damage, they become angry. When they become angry, true tower warfare begins.

The towers uproot themselves, and begin the grisly march towards vengeance.

MerlinxGluttony6 votes

Also they should be trees instead of towers, called "Ents" yes i'm the first one to ever think of this idea.

MrWasjig4 votes

That sounds terrifying @.@

I'm picturing some War of the World's-esque conflict going on between all 10 champions vs towers.

Reaper Soraka1 votes

let's call these new and improved towers Ancient Defenders and change their look to a giant tree that throws boulders.

Sahn Uzal27 votes

#MakeTowersGreatAgain Not too great tho...

When you balance the towers Just right! http://i3.kym-cdn.com/entries/icons/original/000/019/698/d96.jpg

revliledpembroke2 votes

They...begin to sing?

Archen210 votes

too op mate. Even ZED would be scared of those.

The Poetic Zed6 votes

{quoted}

too op mate. Even ZED would be scared of those.

can confirm

BoiseBossBear5 votes

You didn't rhyme. I have serious doubts as to your poeticism.

The Poetic Zed2 votes

{quoted}

You didn't rhyme. I have serious doubts as to your poeticism.

Poetry doesn't have to rhyme. I have serious doubts pertaining to your education.

BoiseBossBear1 votes

You make a good point, I concede, it's my loss. The Poetic Zed, you're a poetic boss :D

IcyPepper10 votes

Even ZED would be scared of those.

GOOD.

/jk

Linna Excel10 votes

I was expecting a thread asking for replacing towers with giant Fiddlesticks. Much disappointment ensued.

A Miss Fortune10 votes

They're already as squishy as him so we're not far off.

Athenes Lulu8 votes

Considering that ADCs deal so much damage in such a short amount of time, this buff actually looks legit.

Timewinder3 votes

you're joking right lol

Meriipu7 votes

ONE DOES NOT SIMPLY BUFF HEIMER

Bârd6 votes

Let the donger rustle through you

Punkkee7 votes

Towers should also grow legs and be assigned an enemy champion to go and hunt. Towers should move with 500 ms and do a shit load of mixed damage and be unable to slow. Oh also lets throw in some invincibility because lol

towers is our code word for MasterYi right

Lauchmelder10 votes

Jungler does his first rotation and facechecks the bush on his first buff.

A wild tower appears: "Surprise motherfunker"

Spoofghoul1 votes

lol this cracked me up

JVP154 votes

So towers are Garen now?

Lauchmelder3 votes

With a 1k AP veigar ult as autoattack preferrably

WinBoat5 votes

Lets make them powerful so Nasus can always reach late game and 1 shot everyone and 2 shot turrets and win the game for his team. Yeah real smart, lets go and give them a huge buff.

Lets make them powerful so the matches go an hour or more, given anything can happen during a match like a disconnect, to someone having an emergency and having to leave.

Not everyone has enough time to sit there and play hour long matches, quick matches work best.

Certain champions would be extremely buffed and be way too strong like Nasus which preys on farming, and keeping his turret the longer=the better for him. Would you really want champions like that deciding the game because believe me, a late game Nasus is going to destroy. Not just him, but a lot of champions could use the strong turrets to reach huge item spikes, so champions you hate are probably going to be buffed because of this.

Gangplank is another, and just so on.

WoonStruck5 votes

Satisfying matches > empty matches.

Besides, it wouldn't drag out games. It would just require strategy again.

But I mean, if you want to keep having 97/100 games be complete stomps, you can keep season 6 all to your self. :)

HiGlHfTeam1 votes

Actually only 70% of my matches are pretty one sided wich is fine, the 30% others are rather full of throws and come back.

DartExplosion103 votes

this needs to happen

Pars Fortuna3 votes

https://www.youtube.com/watch?v=LdPQeI_TJVk

Just gonna leave that here...

nami tf3 votes

Make it so towers get gold for the cs they get, allowing them to upgrade themselves with tower-specific items!

Brascus1 votes

Like in command & conquer or red alert :D

undesirable team2 votes

Eh, not too powerful, but I agree that the towers need to be buffed

NavyDivea2 votes

I didn't even read this and upvoted. Towers are a joke right now and are damn near useless post 6.

Dasdi961 votes

{quoted}

I didn't even read this and upvoted. Towers are a joke right now and are damn near useless

ftfy

ZT Xperimentor1 votes

You're lucky, I often see them useless post level 3.

Spoofghoul2 votes

yes yes yes and yes

and tripple yes to the heimy change hes one of my mains

you know what would also be cool, black market turrets

let us upgrade them with stats and special effects/abilities/aura's

SkyBlade792 votes

I feel like it would be better if Nexus towers had 30% damage reduction if it's by itself.

morris11 votes

Inb4 Ziggs does 3k damage to turrets.

The Argonaught1 votes

Making them more interesting would be awesome. I like your idea of damage resistance on the nexus if a few inhibs are still up. How about if one tower goes down its two fellow turrets on the front line or get an armor buff, so you would have to really push one lane or work extra had to get them all down. maybe give you a window to down the other two when the first one goes, 2-4 minutes before the armor buff kicks in leading into more agressive pushing or incentive for more ganks to get junglers out of the damn jungle.

ZT Xperimentor1 votes

There's some interesting ideas. [slayer-pantheon-thumbs]

Critmaster Garen1 votes

i agree that turrets should deal mixed damage.

but it should be physical/magic damage and not true damage.

if youre adding true damage to turrets its actually mostly punishing for tanks and bruisers. those guys only become decent at diving around level 6 and into midgame when they have a bunch of items.

the real problem is with hypermobile champions being able to dive already at lvl 2 and lvl 3.

DiscipleOfRhys1 votes

In the interest of trying to kill two birds with one stone, can we have Galio's W - Bulwark be able to be cast on turrets? It's even flavorful because he's, you know, a gargoyle.

Astôlfo1 votes

Maybe they'll finally do more damage than the minions now. :D

Meep Man1 votes

REVAMPED TOWERS

New Passive- Arcane Barrier The area within a tower's range is filled with arcane energy, causing enemy champions to have their dashes interrupted every 7.5 seconds while within the tower's range.

New Passive- Anti-Aggression Program Towers start the game with five new passives. The passives slowly are removed over time, once every 10 minutes. Passive #1- Medi-Staff Allied champions who stand within the tower's basic attack range have a beam attached to them that heals them for 2% of their missing health per second. This passive is removed once the game timer reaches 10 minutes. Passive #2- Multi-Shot This tower will attack all enemy champions who draw tower aggro onto themselves, dealing 15% reduced damage to all enemy champions it targets passed the first. This passive is removed once the game timer reaches 20 minutes. Passive #3- Inferno Device If this tower is damaged by an enemy minion while an enemy champion is not nearby, it will release a pulse of fire every 5 seconds that deals 300 magic damage and reduces the magic resist of enemy minions hit by 25 for the next 10 seconds, stacking up to 2 times. This passive is removed once the game timer reaches 30 minutes. Passive #4- Home Advantage Nearby allied champions that have not been damaged within the last 15 seconds are granted a 200 (+10 per minute) shield that lasts decays over 1 second after leaving tower range. This passive is removed once the game timer reaches 40 minutes. Passive #5- Fire Shots Basic attacks against enemy champions deal an extra 20% of the damage as true damage. This is reduced to 10% of the damage for Tier 1 towers. This passive is removed once the game timer reaches 50 minutes.

SlaktarTasken1 votes

Towers are such a fucking joke it hurts, no damage, no tankyness, when that shitty fucking garen can repeatedly run in, take several tower shots rince repeat and barely show a dent to his health for it in after getting nothing more than a fucking chain vest what the fuck is the point? Just remove them already, they are just there for show anyway.

Infínity1 votes

All towers now do damage equivalent to the fountain. Done. Game balanced.

Snowplosion1 votes

I want this but I don't want this...

Lycanoon1 votes

I would actually like to see this instead...

All outer turrets should have 5k HP and deal 500 true damage (Penetrates ALL Defenses by 100%) that doubles against champions every hit, and cause a burn effect of 100 true damage per .5 seconds

All middle turrets should have 10k HP and deal 1000 true damage (Penetrates ALL Defenses by 100%) that triples against champions every hit, and cause a burn effect of 300 true damage per .5 seconds

All "Gate and base" turrets should have 20k HP and deal 2000 true damage (Penetrates ALL Defenses by 100%) that ticks every .5 seconds, and any damage dealt to champions is "leeched" and returned by 1000%.

Inhibitors and Nexus Cores Inhibitors should have 25k HP, and every 10K hp damage taken should stun the enemy champion(s) for 5 seconds that are within the base, increasing in duration the further down its HP drops (A 10 second stun could be potentially lethal to the invading champion or champions). This effect can not be reduced, or negated. If damage is not dealt to an inhibitor after 1 minute, its health regenerates by 5% every 30 seconds it is not touched. If it has been destroyed, it will respawn at its usual ratio.

Nexus Core....this is a seriously touchy subject. Nexus cores should remain untouchable until ALL lane towers and inhibitors are demolished.
The Nexus core gets trashed ridiculously quick anymore these days, and something needs to be done about this, and that is my solution. Nexus should have 75k HP, negate all Piercing effects and should ignore 100% of critical strikes This would prevent the cores from being demolished too quickly, and should carry the same effects as inhibitors to make things more interesting, thus requiring more critical thinking.

Yes, I am aware that these kind of changes will prolong matches, but if you play it smart, matches should progress normally or much more quickly, and will also heavily enforce teamwork and coordinating attacks/raids/dives. IP and XP could be increased by 5% to compensate for the extra time played out in matches (But if a match takes longer than 45 minutes...something wrong there honestly).

If this isn't good enough... Then apparently you don't enjoy tactical gaming. [slayer-pantheon-popcorn] Waits for the flames and elitist's to rage

Avarosa Guide Me1 votes

We don't need garrison to replace fortify. We remember the suffering.

Arakadia1 votes

summoner 11

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