Turrets Are Pointless

Nerdaucity··156 votes·6,418 views

Turrets mean nothing in this game anymore. They don't do damage. They have no health. They don't protect you from dives. A half health enemy with enough lifesteal can just walk through your turret and kill you. If your team dies you lose an entire lane of turrets. This game is getting less and less fun for me, I feel like there's no point in playing it anymore.

97 Comments

DarkRitual32 votes

Lack of AI is the biggest flaw in them.

The turret should "remember" and have a priority of targets. Make it so you can't juggle agro anymore and it solves a fair bit of early tower dive issues. So basically, the turret wouldn't ignore champions anymore once the first person that drew agro leaves range. It would instead go to whichever champ did something that would draw agro next, as long as they also haven't left it's range.

Turret's aren't useless, they're just mindless and dumb.

PaladinNO13 votes

I'd really like to see the turrets having some sort of self-preservation programming as well. Meaning the turrets would focus on the target that deals the most damage to the one trying to hide under it, or to itself.

So while the tanks can "safely" stay under continual turret fire, the damage dealers will have to go in and out of the range of fire to stay alive.

Such a scenario would probably favour the more tanky fighters and bruisers, while squishy assassins and ADCs would have to watch their...things, yet it would be a feature I'd like to see at least being tried.

Given how most bruisers got no hard cc or nukes, it should give the target a chance to hold out on his own until his team arrives to help out as the damage dealers cannot just keep hammering at everything without taking heavy damage themselves.

Only option would be for the tanks to dive in and get the target out of turret range (Alistar knockback, Riven flush-scare, Blitzcrank handjob), or for someone to trap them (Trundle pillar, Anivia wall, Veigar barrier), so the target can't escape and so on.

So in Layman's terms: turret diving can't be happening, or the carries would get rekt. They'd have to siege the damn thing.


Else I get a feeling the tower aggro is not consistent - I've been, along with multiple members of the team, turret-diving the opposition, and the turret just kept attacking minions, like it couldn't decide which of us to attack, and so just kept at its default programming. But I've also been focused by the turret without attacking anything other than the turret itself, while with a minion wave, seemingly just because I was the only champion in the vicinity and being with low health.

And it's not the first time I've been focused while with a wave (no siege minions) - I suspect it's because I'm at low health (or lower health than the surrounding minions), and the turret, for some reason, consider me to be just another minion. To my knowledge, the turrets prioritze (when there's no champion battle taking place within range) 1) siege minions, 2) minions with low health.

So I think the turret programming itself is at fault.

I can't verify it, but the scenario seems to be this: A turret dive consisting of at least 3 team members with 1-2 minion waves as cover; the attacked target fleeing and the others in pursuit and leaving turret range. I stay behind to attack the turret, as I've been too badly damaged to be of much use in any following team fight. I stay behind the minions, and as the previously priorized minon is killed, I, with my low HP and for unknown reason, is considered next in line.

If I got full health, or close to it, in a similar scenario, I am left alone by the turret. So the ferret only goes feral and bugs out if there are low health champions within range.

Turret's aren't useless, they're just mindless and dumb.

Turrets, I say to thee: get out of Wood I! Or was that the stone age? Who knows. :/

Also, some say I am unable to write short posts...

Spoofghoul5 votes

''So while the tanks can safely stay under continual turret fire, the damage dealers will have to go in and out of the range of fire to stay alive.''

this would be fair though

tanks need time to kill opponents so they will take ALOT more turretshots if they dive assassin and adc will take less because they kill targets faster

turret dives will probably require 2 people a tank + damage dealer still juggling aggro but it would mean you have to succeed quickly as the tank will go in do his thing and go out after which the tower switches aggro

I also love your tower self preservation mechanic, it will make towers stronger vs laneswap 4 v 0 tower pushes as the tower will eventually start targeting the pushers. And it will make the tower stronger vs splitpushing for the same reason.

PaladinNO4 votes

Exactly - tanks can take the damage, but don't deal much damage themselves. Damage dealers deal more damage (wp me for figuring that out xD), but can't take as many turret shots.

And it hopefully would lower the effectiveness of splitpushing, as, like you pointed out, the damage dealers would have to juggle the damage.

I also think it also would increase the skill requirement for solo turret pushing (which wouldn't be a bad idea), as the damage dealers would have to better time the turret attack speed. Like, staying out of range while the turret fires one shot, go in, do, say 2-3 basic attacks, and retreat again before the turret can fire again.

As it is now, the ADCs can just stay under a minion wave, go afk and get some popcorn or something, while auto-attacking the turrets to their destruction.

With my suggestion, I see either 1 basic attack for free while going in and out, or 2-3 basic attacks and taking 1 turret shot themselves each time. So that would only be viable if the turret is at low health.

To make it a bit fair, I'd suggest this target priority list for the turrets:

  1. Siege minions
  2. Attacking champions, favouring those dealing the most damage to the tower
  3. Melee minions
  4. Caster minions

It's something I've been given some thought to for quite some time, but last time I tried suggesting it, I was just being told "what do you know anyway - you don't play ranked" (shows how much 3v3 ranked is being appreciated), so I kinda kept it to myself after that.

Spoofghoul2 votes

I think this might actually fix turrets without a need for number buffing.

which could always happen anyways if its not enough

Arakadia1 votes

I highly suggest crit reduction, more mid game damage, and better AI.

Supreme Senpai694 votes

They also don't attack an enemy champion if they kill you in one hit no matter how long they stay there (assuming a wave of minions is there.) This is the biggest issue I have with tower dives I think. If both of you are low HP, the jungler or support should have to tank aggro while you kill them. Now you can just walk in and one-shot them and lose no HP.

Additionally, if they're under tower and you attack them, the tower won't attack them. The tower only attacks them if they attack you and you live through it.

PaladinNO2 votes

Yeah, like Lulu's passive or Heimer's turrets: the turret attack what you attack. I've been thinking about that too, but forgot about it in my rather lengthy post above. Thanks for the reminder. :) Same with the one-shot deal. The turret does actually not change target if you're just bursted down.

I've been thinking the very same thing so many times when under siege: their toplaner is attacking my turret with a wave, and with me hiding under it. I know their jungler is nearby, and I am in no position to take on them both, so all I can do is try to clear the wave, as attacking the champion will only give me minion aggro which would only make it worse for me, and I've been thinking about the turret in no kind words: "help me out here, you useless P.O.S.!"

Because the only way to actually receive help from the turret in these circumstances, is to clear the wave and leave their champion as the only target left. One might as well just retreat and go back to base to save the frustration.

MrWasjig1 votes

Turret's aren't useless, they're just mindless and dumb.

Same difference :P Being mindless and dumb makes them useless.

s LessThanThree2 votes

{quoted}

Lack of AI is the biggest flaw in them.

The turret should "remember" and have a priority of targets. Make it so you can't juggle agro anymore and it solves a fair bit of early tower dive issues. So basically, the turret wouldn't ignore champions anymore once the first person that drew agro leaves range. It would instead go to whichever champ did something that would draw agro next, as long as they also haven't left it's range.

Turret's aren't useless, they're just mindless and dumb.

Let's remove strategic advantages that good players are able to make use of to make it so the bads cry less

maembe3 votes

[{quoted}](name=WC LessThanThree,realm=NA,application-id=3ErqAdtq,discussion-id=z1yVAt9U,comment-id=00070003,timestamp=2016-03-29T13:44:14.658+0000)

Let's remove strategic advantages that good players are able to make use of to make it so the bads cry less

I'm pretty sure good player would be able to take advantage of a situation even if the tower AI wasn't terrible. It's not like it takes a ton of skill to tower dive anyway. Having better tower AI would make plays under the tower a lot more exciting and skill-testing for both the diver(s) and the "divee".

DarkRitual1 votes

Tank walks into range, stands there while his adc/support blows the enemy adc up.

Much gameplay, so strategy, such agro juggling. Wow.

Making agro juggling a more skillful strategy would actually make it worse for "the bads".

Nikoyopu10 votes

Alistar What's a turret? Is it those little things hiemer puts down?

PaladinNO6 votes

The easiest description of a turret is very simple at this point: it's a remodeled item 2043 [pink ward] EDIT: item 3364

Arakadia1 votes

Its a item 2043 combined with a caster minion.

CrimsonCobra35 votes

{quoted}

Alistar What's a turret? Is it those little things hiemer puts down?

Those are worse.

Supreme Senpai694 votes

Heimer's turrets hurt more

Nikoyopu3 votes

I'll be honest I was waiting for this comment. The internet did not disappoint.

blkh18 votes

turret damage should be equal across the board, armor should have no affect on it either. it should take a constant percent of your health, increasing with each hit. Basically, make turrets untankable. How many hits does it take to kill the weakest champ at the very beginning of the game? That is how many hits it should take to kill all champs throughout the game. There should be basically no way to tank a turret.

Ackelope3 votes

that's like 3 shots.... Sure, turrets should be stronger, but that might be too much.

blkh12 votes

I know, I know. I tend to go to extremes the opposite way they are. At least make it something you have to think about before diving into an enemy turret. I did a tower dive as Sona, I really think that should mean something needs to be done.

Dunkrius2g6 votes

That should be applied to the lazer turrets. The other turrets should just get a flat out buff.

Pyrokineticmage5 votes

{quoted}

turret damage should be equal across the board, armor should have no affect on it either. it should take a constant percent of your health, increasing with each hit. Basically, make turrets untankable. How many hits does it take to kill the weakest champ at the very beginning of the game? That is how many hits it should take to kill all champs throughout the game. There should be basically no way to tank a turret.

This logic is terrible. Tanks would have no role in this game at all. Also not being able to tower dive makes wave clearing champions very op. A team of 5 wave clearing mages in that kind of meta is retard level stupid.

Burnt Light7 votes

It'd be nice if turrets did true damage.

But of course you all will just break your necks over such a change.

Parceval5 votes

I'd love if they had some kind of 'poppy-esk' aura that slowed all movement speed around them and shortened dashes. It would help a lot with the safety, even if the effect like slowly decayed throughout the game.

AwesomeChad4 votes

Let me just put out some facts:

  1. Marksmen are dominating the meta in lanes other than bot. This means taking down turrets is a joke.

  2. With dynamic queue set-up, people can premade ranked and coordinate tower seiges better. Tower diving is so easy.

  3. There are so many options that promote turret siege: baron buff/ herald buff/ ZZ'rot portal/ Banner of command/ Dragon stack #2. Where are the options promoting tower defense? YES, you might try to refute this by saying the enemy use these same items/buffs but i'm referring to options that you can use on the turret to make it stronger.

Only Play Darius3 votes

But now that deathmatch strategies are finally viable, more button-mashing children with low attention spans are playing than ever! Why would Riot change that?

Wukongz3 votes

https://www.youtube.com/watch?v=C60gokzisp0

Sums it up.

When I see 2 people approaching me under turret I just run back, as if though I am the one who is diving them. I often feel like the turret's only purpose is to deny its team last hits and give the enemy free gold.

PaladinNO3 votes

I think I made the kind of turrets that we see ingame at school back in the day - the class was called "origami".

FistOfSharkiesha3 votes

Turrets are just barricades you have to get rid of to get inhibitors/nexus. Fiora and Vayne get %health true damage, which I think is inherently toxic because there is 0 counterplay, yet turrets somehow don't. Turrets should have % health true damage so a Sejuani can't just stand under turret being tickled at level 6, helping teammates get a double kill when they shouldn't.

Apollogy1 votes

I think that would entirely change how the game works, however, a percentage armor penetration might help. It won't be so strong early game, because a % of a small number ain't much. But late game, a 20 or 30% reduction of 300 to 400 armor would be noticeable.

There are just too many comments about how to buff towers would would completely change the game and overpower towers. They probably need another 1,000 health and a bonus of Armor and MR, but there are also many ways to increase your damage to towers. Such as the 2nd dragon buff, the krug's smite bonus, various elixirs, certain items, some champions... the list goes on. Towers might just feel week because of how the rest of the game has changed. If your team is at a disadvantage, it's been made so it's even harder to come back from that and easier for your foe to finish the game. However, it's still not easy to finish even when you're 10,000 gold ahead in some situations.

The real issue is probably with how people are playing the game, the champions they are picking, the summoner spells they are picking, etc...

When you see a top laner spend 3 minutes away from his lane and he didn't even take a teleport, giving the enemy top laner who was behind a massive burst of CS and a tower and a half... There's a problem with the players, not the towers. And if you get dived, well, usually that's your own fault for being in such a horrid situation. I'll see two people with 10 to 20% of their health left and minimal mana hide under a tower with 0 minions and the tower has 1/5 of it's HP... While 3-4 full health enemies are attacking with siege minions. Please... It's simple, you run. You'll lose that tower, but at least you won't feed 2 kills.

Sometimes it feels like towers are weak, yes... But most of the time it's just people playing the game wrong that makes those towers useless.

Cavemantero1 votes

No...they're just weak. They're weak because damage is so high right now. They're weak because they actually don't do any damage especially mid/late game.

Ralanr2 votes

Well...Turrets are how you win the game...so they aren't pointless. In fact they are the most important objective in the game.

SithesisLord11 votes

Most important objective in the game.

Yeaaaaaaaah, no. Not missing the goddamn cannon minion is more of an objective than turrets this season.

I play Kayle. All i need is a Stinger and 20 seconds of peace in top lane to take down a full HP turret.

Ralanr4 votes

You still need to take down the turret though.

Roar of Legend7 votes

You are missing the point here. Turret are designed to be a protective sentry Nothing about them right now is protective when there is a Mundo or an Alistar on the team. Not even Alistar or Mundo, anything that is semi-tanky can sit under the turret for 10 whole second. People are not "tak(ing) down the turret", they are mowing down the turret. Literally, it doesn't matter if your lane is push or not, the tank can just sit there while letting the adc shred down the turret in 10 seconds, no minions require. Just to make it more obvious for you, I play as Morgana and Sona, I would poke people under the turret and get shoot, I still win the trade because I out damage the Turret at Level 7 with spellthief, sightstone and a boot.

JustARivenMain2 votes

[{quoted}](name=Roar of Legend,realm=NA,application-id=3ErqAdtq,discussion-id=z1yVAt9U,comment-id=0004000000000000,timestamp=2016-03-28T02:30:00.948+0000)

You are missing the point here. Turret are designed to be a protective sentry Nothing about them right now is protective when there is a Mundo or an Alistar on the team. Not even Alistar or Mundo, anything that is semi-tanky can sit under the turret for 10 whole second. People are not "tak(ing) down the turret", they are mowing down the turret. Literally, it doesn't matter if your lane is push or not, the tank can just sit there while letting the adc shred down the turret in 10 seconds, no minions require. Just to make it more obvious for you, I play as Morgana and Sona, I would poke people under the turret and get shoot, I still win the trade because I out damage the Turret at Level 7 with spellthief, sightstone and a boot.

Aye, i agree with this, Had a Fizz at level 3 with around 80% hp, going AD vs me building Armor as Nasus and i was hugging the tower (Quite literally) and he easily tower dove me for around 3 or 4 seconds and i even slowed him and he rekt my shit and dipped with like 25% hp. Makes me cry.

Only Play Darius4 votes

Most of the games I have had this patch are one team winning a teamfight at 25 minutes and then bulldozing their way from mid inner to Nexus, ARAM style, in under 5 minutes. They aren't important.

Lady Hammerlock2 votes

i think each turret needs a set of buffs depending n their placement so tier 1 turrets,they get nothing they should be the first to kill tier 2,BRING BACK THE SHIELD ON IT but make it so the shield is only for the turret itself,and the turret has +25 armour and mr while it has its shield on tier 3 after a few seconds and you stand to long in the laser it will start shooting on top of firing the laser so unless your a tank,you can't tank it nexus turrets and fun gimmicky change,if both nexus turrets strike the same target they will "cross the beams" and multiply each beams dmg by 1.25

dr lichdeath2 votes

turrets cant stop a lvl 2 towerdive... and the towerdivers usually escape

Jorencice1 votes

If you get dived at level 2 and don't take every person with you.

Then you Probly need to figure out what your doing wrong.

Hell I got a triple kill on janna and alistar because silly people tried to dive me.

Cavemantero2 votes

The fact they even tried shows you the state of the turrets right now.

dr lichdeath1 votes

nope nope and nope its not me who getds dived im the diver and i get kills and get out no probs unless the enemy champ had tons of cc and selfpeel like alistar and janna

Jorencice1 votes

Good thing I only play those types of champs ^-^

Hell I even run karthus without flash so I can invite more ganks and get easy double kills.

KakitaMike2 votes

Turrets should be able to target multiple enemy champions at once, and prioritize enemy champions over minions. Turret damage should ignore armor. Turrets should have an aura half the distance of their range attacks that deflects enemy projectiles and slows enemy movement speed.

Then you have some of the above fall off as time passes. After 5 minutes, they no longer have the aura, after 10 minutes they no longer multi-target, etc and so on.

Make it so they protect at low levels, and become weaker as the game goes on.

teedddyy2 votes

I miss when the turrets gave shields..

Fusarix1 votes

who knows, if riot buffs turrets, item 3056 Might actually be a viable item

Lady Hammerlock3 votes

{quoted}

who knows, if riot buffs turrets, item 3056 Might actually be a viable item

i forgot it even existed..

CoolMike1271 votes

The influence of turrets is to hold out the game for all of early game, being a danger and big risk to dive and take decent damage. During mid and late game is when diving a team under tower is dangerous, as they get the constant damage output to help the defending team.

Towers are meant to be safe havens for you in early game to get important early cs and exp and hold control points every stage of the game, keeping enemy minions from being able to siege down to your base. If towers were extremely strong mid and late game, it would drag out the game to insane times.

If you personally don't want to play League anymore, than just don't. You play a game for fun, if you're not enjoying the game, then why play?

Cavemantero3 votes

except its not a big risk to dive anymore. Its as common as farming blue and LCS players are going in without any fear. The towers don't scare anyone anymore. It sucks. And you suck for asking 'then why play?' You know this game was a lot different pre 6.0...'quitting' the game is not what people want to do...we want to fix what rito has broken and the turrents are a broken part of the game right now.

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