What towers could learn from Twisted Treeline

Seer of Mind··24 votes·25,980 views

Lately, towers have been becoming more and more useless as the game progresses, champions building more and more damage are melting towers like butter. While most say that towers should either deal more damage or have more resistance, I say that towers should be like the nexus turret in TT.

Nexus Turrets in TT shoot really fast, and dish out a lot of damage also. I'm not saying that all towers should be like this, but Inhib/Nexus towers should be, as they're defending important objectives. I think that towers should start at 0.65 attack speed and ramp up after 4 shots to 1.25 to keep relevant to tower dives and to stop people who only split (Inting Sion)

Pros: >Towers will be extremely helpful >Towers will stay relevant when defending objectives >Towers can fend off splitpushers

Cons: >Towers will melt through waves fast, and might be overbearing when tower dives happen >Towers might require more than 2-3 people to kill (Baron, 5 man, Mountain Drakes)

TL;DR: Towers that are defending main objectives (Inhib/Nexus) should be a bit more powerful.

Just a concept I had floating around

12 Comments

JackMcSnipeyz4 votes

TT final turret is bonkers, it's overkill honestly, that's why there's only one. There's gonna be an update to turrets in the pre season, maybe we should hold on and see what the changes will bring.

Seer of Mind4 votes

{quoted}

TT final turret is bonkers, it's overkill honestly, that's why there's only one. There's gonna be an update to turrets in the pre season, maybe we should hold on and see what the changes will bring.

Still though, the turrets in SR are still weak. As I stated before, as the game goes on longer and longer, towers melt like cheese. I think it'd be fair to counteract that with attack speed.

Tahngarthor2 votes

The TT nexus turret destroys people who aren't paying attention; but I honestly think the bigger problem with the turrets is how quickly they get melted right now (In all modes). In particular, the Demolish rune really sped up tower destruction. On the surface it doesn't seem that bad, because the total amount of damage dealt it adds over the course of the game isn't that big; but it does it in bursts and those damage totals look bigger against the total HP of the turrets.

I think the main reason the Twisted Treeline nexus turret is different is becuase there's only one. The other modes use two turrets, and if you're getting attacked by both of them the result is pretty similar. If both of these turrets were changed to be like the TT turret, it would have to either become one turret, or deal less damage per shot.

Seer of Mind2 votes

{quoted}

The TT nexus turret destroys people who aren't paying attention; but I honestly think the bigger problem with the turrets is how quickly they get melted right now (In all modes). In particular, the Demolish rune really sped up tower destruction. On the surface it doesn't seem that bad, because the total amount of damage dealt it adds over the course of the game isn't that big; but it does it in bursts and those damage totals look bigger against the total HP of the turrets.

I think the main reason the Twisted Treeline nexus turret is different is becuase there's only one. The other modes use two turrets, and if you're getting attacked by both of them the result is pretty similar. If both of these turrets were changed to be like the TT turret, it would have to either become one turret, or deal less damage per shot.

Demolish right now is teetering on the edge of balance and unbalance. Inting Sion takes great advantage of this because he's a health stacking champion. Along with Overgrowth, he becomes super tanky and deals a clean 300-400(500?) damage for free to towers. If Demolish is somehow nerfed, it has to greatly lower its hp ratios.

Friend Like Me2 votes

I do find that towers go down pretty quickly now and days. It only takes a successful roam from mid lane that kill bot or top lane, allowing 2-3 people to seize any outer turret. Rift herald taking a turret should be the result of killing a lane and placing the rift. The same outcome can come from 3 players. Plus, if this team is given an early advantage, taking first tower before rift, rift can be used for an additional tower. I've been in games lately where we get no less than 1 1/2 towers from a successful rift.

I've been in the bot lane, felt safe under my tower with all summoners, but it takes one Alistar and the adc/jg or adc/mid to assassinate me and my adc, blow our sums, take our tower, and put us in a really weak spot for our second tower.

In response to your pros/cons list:

Pros - its important for towers to be helpful and stay relevant. The choice for a team to defend or let go of a turret should be a bigger decision than "well we can't do anything about it" (because the tower itself is too weak)

Cons - reduce the damage to minions by tower (just like how many champs have reduced damage to champions/monsters, increase subsequent tower shot damage during tower dives than what is currently live.

I think inhibitor towers will be at a good place with a similar buff to all 9 turrets. The 2 nexus turrets should have a larger range (slightly) and higher attack speed (slightly)

Seer of Mind1 votes

{quoted}

I do find that towers go down pretty quickly now and days. It only takes a successful roam from mid lane that kill bot or top lane, allowing 2-3 people to seize any outer turret. Rift herald taking a turret should be the result of killing a lane and placing the rift. The same outcome can come from 3 players. Plus, if this team is given an early advantage, taking first tower before rift, rift can be used for an additional tower. I've been in games lately where we get no less than 1 1/2 towers from a successful rift.

I've been in the bot lane, felt safe under my tower with all summoners, but it takes one Alistar and the adc/jg or adc/mid to assassinate me and my adc, blow our sums, take our tower, and put us in a really weak spot for our second tower.

In response to your pros/cons list:

Pros - its important for towers to be helpful and stay relevant. The choice for a team to defend or let go of a turret should be a bigger decision than "well we can't do anything about it" (because the tower itself is too weak)

Cons - reduce the damage to minions by tower (just like how many champs have reduced damage to champions/monsters, increase subsequent tower shot damage during tower dives than what is currently live.

I think inhibitor towers will be at a good place with a similar buff to all 9 turrets. The 2 nexus turrets should have a larger range (slightly) and higher attack speed (slightly)

Thanks for your input!

I like the idea of reducing the damage to minions, but by how much are we talking? (10-20% Sounds fair to me). Nexus turrets could use a small 20-50 range buff imo. Riot is already working on stopping the whole gank into first tower thing, but I feel like its still gonna be overbearing for the other team.

Rift Herald is honestly a niche objective. I want it to have more uses than just "Here's a better Yorick Ultimate to push a lane" I think that it should have more than one use, such as healing a tower or something like that.

hsumis1ove2 votes

TT towers still feel really weak. When leveling smurfs while playing twisted treeline coop vs ai, it is possible to send all 3 bot and take 2 towers by 2:10.

Not sure if thast just a side effect from having 3 people constantly shoving and hitting the tower tho.

I guess the twoers just need hp and resistance buffs.

ModKnightsKemplar1 votes

Approved!

Azelder1 votes

I think they should either bring back laser turrets or even give them true damage after the first few shots. Another idea I had is, is a multi-targetting system. If 2 or more champs are attackn1 person, the tower should shoot both for a reduced amount of damage as compared to a single person being shot by the turret. (Example: 1 person being shot by a turret deals 100 damage; 2 people get the damage split between them. 50 damage to each diver)

xDogMeatx1 votes

I said this already in my upgrade towers thread. Which i add there should be a final boss mechanic to upgrade towers/nexus power by giving up personal a certain number of gold.

GigglesO1 votes

{quoted}

Lately, towers have been becoming more and more useless as the game progresses, champions building more and more damage are melting towers like butter. While most say that towers should either deal more damage or have more resistance, I say that towers should be like the nexus turret in TT.

Or we could just lower champion damage, followed likely by a tank base stat nerf.

Maddened King 1 votes

TT towers are weak and squishy tho.

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