Turrets applying debuffs?

OhWanderer··2 votes·299 views

I thought of this while browsing the boards.

Towers would apply a temporary scaling increase to damage taken/damage output to the target. Each time the person gets hit by the tower the 3 second duration is refreshed and a stack is applied, up to 3 times (maybe? it depends on the numbers and specifically how it would work).

This would justify Tanks doing damage and make it so that a dedicated tank supp or top is more meaningful than just having one so your team is harder to kill in team fights and has cc or something.

This buff would apply (percentage based im assuming) to a slightly lesser degree so that someone who is being bullied in lane (by like a heimer) can farm easier, this might mean as a balance aspect this buff also decreases kill payout slightly (which might also be applied to champions).

I dunno i just had the idea and it sounds like a really cool element to play with

4 Comments

67chrome1 votes

Towers would apply a temporary scaling increase to damage taken/damage output to the target. Each time the person gets hit by the tower the 3 second duration is refreshed and a stack is applied, up to 3 times (maybe? it depends on the numbers and specifically how it would work).

Main issue I have with this is the general dynamic champions in LoL are balanced around.

Champions in LoL survive long enough to do their job through 3 basic mechanics: Range, Mobility, and Defense.


Ziggs ranged champions are often quite adept at killing an opponent cowering under their tower while taking no damage from the tower.

Zed mobile champions are often quite adept at killing an opponent cowering under their tower via dashing in, unloading a combo in less then a second, and then dashing out with only taking 1 turret shot.

Nasus tanky champions get shot by the tower a lot when trying to kill an opponent cowering under their tower.

This would justify Tanks doing damage and make it so that a dedicated tank supp or top is more meaningful than just having one so your team is harder to kill in team fights and has cc or something.

Not having the mobility of Zed or the range of Ziggs justifies tanky DPS champions like Nasus having tankyness, I don't see why they should be out-manuvered and out-ranged by their opponents while also being out-damaged.

Also: making tanky champions like Leona take even more damage from towers and generally be worse at tower-diving would prevent them from doing much outside of making their team harder to kill while bringing some CC in team fights.

OhWanderer1 votes

So for mobility or ranged champs there might be some responsiveness adjustments needed (maybe a delay cancel if there is a sudden surge in damage taken by the owner of the turret, so that if heimy places his turret to shoot you it will immediately get shot at as soon as it does damage, the idea being that the turret doesn't feel like an old persons home), but I think you are missing the point with. The idea is that tanks become vulnerable when tanking turrets and loose their ability to dps. So where they CAN take turret they can only do that and nothing else, so in other words a range or mobile champion will have to help secure that. So again the tank could indeed take a few turret hits, but he is getting natural damage ramp up on top of the passive stacking into that so that it is less rewarding overall.

Nekusen1 votes

either apply a slow, or do %hp true damage.

OhWanderer2 votes

a slow is an interesting idea

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