Possible solutions to towers being useless

Jefftiffy··2 votes·397 views

You can only take up to your level -1 in tower shots in a period of 4s before the stacks fall off 3 at a time. You would die in 1 tower shot at level 1. 2 at 2. 3 at 3. Etc. Making aggro juggling still useful at times, but helps counter those dives where the one person who has the highest hp pool and defence just soaks shots or if a made or assassin is just being healed and shielded non stop while tower diving.

If you don't like that make turrets do 2% of your missing health while charging up over time like currently. I think it would cap at 6% missing hp if you used current method's. (so about 60 extra damage per shot with 1k hp missing). Doesn't seem like much but when you add up a total of 7 shots or more it starts to hurt and punishes squishies just as much as it does tanks for diving by making it harder to escape.

I mean we could always go the 3rd route and make them apply "Mortal" wounds instead of grievous. Making them essentially receive 50% less healing (from all sources) and shielding for 2s. TBH I thought of this one last and it's my favorite as it actually helps to counter squishy dives more than tank dives which are honestly the bigger problem.

8 Comments

GrievousFetus2 votes

Watch this, I'm gonna fix the tower problem

Towers always target the enemy champion beneath them with the lowest effective physical health once they've switched aggro from minions to champions.

MysterQ2 votes

And give assist gold to any ally underneath.

For real, super dumb to not get assist gold when three guys dive me and I only hit two of them and the third dies.

Automated Riven1 votes

umm no

Jefftiffy1 votes

{quoted}

Watch this, I'm gonna fix the tower problem

Towers always target the enemy champion beneath them with the lowest effective physical health once they've switched aggro from minions to champions.

The problem is that's too far. You counter turrets by having tanks dive and eating aggro. But at the same time tanks shouldn't be tanking tower for over 30s.

MysterQ1 votes

NT-SR No tower summoner rift, all tower problems solved.

MysterQ1 votes

Idea 1 - no... early towers aren't great but ok. But lategame? Ok everyone can tank 17 tower shots. I mean, that actually doesnt change anything because they still tank 10+ shots now.

Shield diving I think is fair. But it is too easy right now.

Cybernetic Ghost1 votes

Towers aren't useless. Most people just sit there poking at the champions instead of clearing the minion wave they're using for cover. What a lot of players forget about is the massive armor loss that towers suffer when enemy minions are close by. It's better to clear the minion wave rather than diverting all your attention on the enemy champion from the get-go, but sadly this is hardly the case. Here's the problem: when you chase away the enemy, you are leaving a whole group of minions to attack the tower. The turrets fire too slow to take them all out before the next set of minions come up, so it is always better to take the minions out first. Once your turret has all its armor back, the enemy team has a lot harder of a time trying to take it down.

The last game I played went excellently for my teammates because every member of my team prioritized pushing the lane--which means clearing enemy waves quickly. Our minions were attacking the enemies' towers most of the game instead of the other way around. And whenever they left lanes to try and push elsewhere, our minions were attacking their towers virtually unopposed. It made their turrets seem weak when we gradually took them all out.

DemainaNyx1 votes

You realize he's talking about when the jungler comes and tower dives you, right? He's not talking about how towers die when people are attacking them.

He's talking about how an Elise can tank 2 tower shots at level 3, do her combo, use repel, and then let her laner finish the low health target while only needing to take one or two tower shots depending on how good the Elise player is. Or how an Alistar can literally walk under tower with no minions, pop ult and just stand there for like 10 tower shots despite him being only level 6 while his ADC or jungle kills whoever is under the tower (I've done this too).

People talk about how towers protect you early game, and you protect them late game. But there's no defense from towers early game. If the enemy is smart and doesn't just stand there when they get aggro, they can tank 2 shots, step out of range, let someone else tank 2 shots, have them step out, and let someone else tank if they haven't already killed whoever was under the tower to begin with. I've done this with Janna, throwing an auto on the enemy, letting the tower focus me through shield and such while my ADC just gets to murder the poor ADC underneath it, so it's not a tank only problem.

More from Gameplay

More by Jefftiffy