A Possible Change to Turrets (Rioter Comments?)

Stendeval··1 votes·245 views

I understand the frustration that is currently going on with towers: low health, not enough impactful dmg, and slow attack animation

Some possible solutions:

  1. Multi targeting, maybe on nexus turrets for dives
  2. Turret agro focused on the champion you are attacking during a dive (This would be helpful is the tank aggress the turret and just takes the dmg)
  3. % Max Health dmg (helpful against those building straight tank)
  4. I don't really have any reasonable solutions for how fast they are being taken down. To be completely honest I abuse Azir's W by maxing it first and usually have a tower down at 10-13 minutes

Let me know what you think!

[slayer-pantheon-thumbs]

3 Comments

JRobin312 votes

I think turret damage is fine for the most part, but I think turret kill value could be tweaked. Right now turrets are worth a static gold value that doesn't change no matter at what point in the game you kill them in contrast to minions which gradually become worth more gold as the game goes on. As it stands players can use early turret kills to accelerate and snowball the game but if their opponents get turrets back later in the game the gold earned from them isn't as valuable because the value of gold depreciates over time.

It makes sense to make turrets be worth a little bit less early and grow in value later in the game. For example outer turrets are worth 220 local gold and 125 global gold. Those turrets could be worth 200 local gold and 100 global global gold and then gradually drop to 100 local gold while increasing to 200 global gold or something like this. Perhaps the gold value should increase with the increases in turret damage that takes place as the game goes on.

But having the turrets be worth static gold amounts simply favors early turret takes to snowball an early gold lead. Turrets takes should feel rewarding at every stage of the game as part of the natural progress towards winning a game.

Stendeval1 votes

I agree, but theoretically would this just encourage people to push 2 lanes and leave one to accumulate gold and then take it and snowball with the gold? I don't really have a good handle on this but I like your idea!

JRobin311 votes

The point it that the reward isn't balanced with the risk. Players can just group up and take early turrets and that gives them a huge influx of valuable gold that they can use to snowball a game. As the game goes on turrets get stronger, but their kill gold remains the same which means the reward is less valuable despite the risk being greater.

Just balance the reward with the risk and it won't be an issue. In theory, if you really messed up the value and made turrets too valuable later in the game it would definitely be a problem and need to be fixed, but that isn't an excuse to leave turrets the way they are.

More from Gameplay

More by Stendeval