Improvements to farming under turret
When you're in a bad matchup, but you outscale them, the only real option you have is to play safe and wait for a gank. You can try to farm under tower, but you're bound to miss minions, and if they outrange you, they can hammer you into the ground with little to no consequence. You depend on your jungler to come gank, but they may or may not come. Even if you ping that you need assistance and tell them that you outscale, some junglers simply can't or won't capitalize on an enemy who is pushed up.
I feel like the game could use some adjustments to make playing safe and farming a much more viable option, even when your jungler won't come help you.
Turrets
- Now deal mixed damage (60% physical, 40% magic)
- New passive: Hold The Line!
- While enemy minions are within range of an active tower, friendly minions within 1000 units take 35% less damage from champions
Minions
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Melee minions
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Gusto: Damage from turrets reduced to 42.5% of their maximum health (was 45%)
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New passive: Bloodlust
- Melee minions will now prioritize attacking champions over attacking a turret.
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Caster minions
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Phreakish Gusto: Damage from turrets increased to 80% of their maximum health (was 70%)
These changes are mostly adjustments to how towers and minions interact. Normally, two tower shots leaves a melee minion with 10% HP, which is pretty easy to clean up. However, if they take basically any damage from other minions, you can't properly CS them in the early game, as you can't chew through what they have after the first shot, and they die to the second. Increasing the health they have slightly means they are still easy to take after two shots, but will more often be left with that sliver of health, even after taking a bit from other sources. In a similar vein, reducing the health that caster minions are left with after a turret shot makes them easier to CS under tower.
Having melee minions chase you instead of attacking the tower is the most impactful change here. This allows you to pull the wave further under your tower so you can actually keep your distance, instead of needing to stand near the edge of turret range to get minions.
Making turrets do mixed damage does a couple of things. It makes them more deadly, as champions are less likely to build both magic resist and armor and magic resist doesn't naturally scale up as much as armor does. (Morgana in particular is a special case. Her Black Shield would let her soak up some of the damage from a turret, but the target would likely lose the shield to the first shot, so they couldn't tower dive while immune to CC). The added damage resistance to minions while you are shoved in makes it more difficult for the enemy to farm minions while they have you shoved into the turret. This gives you more protection from skillshots, as the enemy can't just clear all the minions under turret instantly to open you up for a hook, while also forcing them to remain pushed up longer. You get longer to thin the wave and either get all the CS, or look for opportunities to turn.
Overall, these changes would make it easier for you to farm under turret, with more forgiving health thresholds on minions, more safety while you're pushed in, and turrets that are more lethal to a wider variety of champs. Defensive, scaling champs should get a chance to play the game at some point. If they don't get to in the early game, then playing safe and waiting for their moment should be a viable strategy.