Skip to content

Suggestion for Turrets

Thryale··2 votes·306 views

Okay, so by now I'm sure we all know that past the 15 min mark or so, turrets are practically useless against anyone with even a little bit of armor and hp. What I want to suggest is -not- to remove the ability to tank turrets, rather, I want to smoothe out turret tanking and possibly extend the time one can safely tank the turrets a bit later into the game.

What I propose is to divide the turret damage into 3 types. 1/3rd deals phys dmg, 1/3 does mag dmg, and 1/3 does tru dmg.

What this does is if the enemy is a full ap team, it makes it hard to dive towers due to your team not needing armor. But a full ad team is gonna have no turret protection due to all the armor on the enemy team. This way not only will turrets always be a threat due to the true dmg aspect, no matter what champs need to build to play against the enemy it will aid them in tower dives as well.

Now, precise numbers can be adjusted as necessary, and as such the dmg doesn't need to be divided precisely into thirds.

As for how to represent the turret bullet dealing 3 dmg times, we could change the bullet projectile from a energy ball to 3 small energy balls spiraling around each other.

11 Comments

MackleDoge2 votes

I think a change like this causes unnecessary burden of knowledge and over complicates turret mechanics. You can't balance turrets around ideas like all AP and all AD teams, because those are in general terrible strategies to begin with. If you go with an all AD team you should expect a lot of armor and understand the issues that that is going to raise. I do agree that turrets seem a little bit irrelevant in certain situations in the late game, but making the system for damage from turrets more complicated isn't the way to go in my opinion. I'd much rather see turrets with progressive armor shred or progressive % health damage. Something like that would stick with the "turrets do more damage the longer they hit you" theme that is recognized now and would deal with the irrelevance of turrets in respects to mega-tanks without making them overly powerful against the non-tank members of the team.

Thryale1 votes

this is assuming that turrets aren't already overly complicated. Which they are. How many players do you think fully understand how the turret dmg amp works?

I didn't find out until recently that the 2 different turret amp stages were different. The first is a turret buff amping up over 3 or 4 shots and the second is a debuff applied to anyone struck by the turret after the first.

If that isn't burden of knowledge, I don't know what is. Honestly turrets are extremely clunky to begin with, and if my suggestion were implemented, I'd also like to see a way to reduce the current clunkiness of the amping system.

MackleDoge3 votes

"Turrets are already complicated, let's make it more complicated." ...really? It's common sense that when you tank a turret it does more damage over time, that just requires the player to be able to see. Mixed damage is already problematic in this game and something that a large portion of the community dislikes. You don't solve an issue by implementing a feature that is disliked and hard to play against, that just makes a new problem. Better to deal with the demons you know then the devils you don't.

utDOOM2 votes

Could Riot change the turret bullet to that at least? Cause it would look kind of cool :D

JackYAqua1 votes

If Riot adds features to reduce turret damage, I approve ^^

MackleDoge2 votes

He's not wanting to decrease turret damage he is wanting to increase the damage.

JackYAqua1 votes

I mean if they did this, what the OP suggested, you can no longer "build directly against turrets" (pure armor), so there'd have to be something new to oppose turrets, like the old mastery Safeguard.

MackleDoge1 votes

The idea in general is a bad one, so I don't think it really matters what Riot should or shouldn't do to balance a change like the OP wants.

JackYAqua2 votes

Let me get that for you ^^

IN MY OPINION the idea in general is a bad one, so I don't think it really matters what Riot should or shouldn't do to balance a change like the OP wants.

MackleDoge1 votes

No, the idea is just awful. If I say Teemo should get a bunch of mixed damage and automatically start with Runaan's Hurricane, that is an awful idea, no opinion needed. Same thing here.

Thryale1 votes

or riot could do away with the damage amp due to it being more difficult to itemize against it.

More from Live Gameplay Balance

More by Thryale