So I've always wondered why riot didn't know how to do turrets right.

ImHerVoice·3/9/2015, 12:48:30 PM·5 votes·1,406 views

Seriously why don't they increase in defense/damage/utility of w/e their special thing is... More slow from tier 3... Higher attack speed/damage tier 1... High shield tier 2...

With increasing armor/hp etc as the game goes on.

Makes no sense why they haven't done this yet. A turret should be a threat at any point in the game. Not "well I have 3 items and a full hp tank time to just walk up to a turret and kill it when its half or lower because i have 200+ ad and atk speed boots"

26 Comments

Jamaree3/9/2015, 12:49:30 PM6 votes

They don't want the games getting stalled that long.

Matthias91193/9/2015, 1:09:29 PM5 votes

You really don't want to play "League of Turtling".

Kazaashi3/9/2015, 3:16:01 PM4 votes

I remember the turtling of season 1 and 2. CLG EU stalling games out until 60+ minutes and most games turning into farm fests for the first 30 mins.

The Turret changes are pretty nice. Turrets are supposed to be vulnerable late game, so that a team that was unable to get ahead in gold early can use map control to possibly turn a game around.

DarthSpectrum3/9/2015, 1:28:28 PM1 votes

The aversion against stalling the game is understandable; however, at this point most bruisers/ADCs can 1 v 1 a turret at 30 minutes.

Turrets are far too weak. They do 1/16 the health bar of a tank per hit, and they get 100-0'd by ADCs with half a minion wave. Given their current states, buffing turrents will not exactly encourage turtling, since they will likely still be underpowered.

Jelubi3/9/2015, 3:18:13 PM1 votes

Its not about wanting games to last longer, the problem is that by the time certain champs build up 3 items, they essentially make turrets useless. I understand that a front line tank should be able to control turret aggro for their team but that should only be the case for a handful of seconds. You know its bad when even a bruiser or not fully tank champion likeJax Riven Udyr is buying the enemy team infinite time under a tower of yours.

From what I learned it was called "making plays" under a turret. But by the 30 minute mark it isn't really a play if the enemy has enough time to screw up the dive 3 times under your turret and then just beat you down anyways just because they had a champion with a item 3143 and item 3102 built.

Turrets damage scaling needs to be tweaked so that a "Turret Dive" is a precise play where the enemy dives under your turret and if done cleanly and coordinated they can pick up a kill. Instead what we have right now is a Turret dive where the enemy Lee Sin can miss his Q under turret, the enemy Ahri can miss both her Q and E under turret and the enemy Morgana can miss her Q. And they will still manage to pick up an easy kill because Lee Sin probably had item 3143 built.

It doesn't need to be made completely impossible to Dive but a tank should buy some time under turrets, a bruiser should have a little survivability under a turret and anyone else should have to be worried about turret damage if they screw up the engage.

But even for champions like Katarina its like turrets no longer exist once once I pick up a item 3151

ImHerVoice3/9/2015, 5:51:31 PM1 votes

These downvotes lol :^) Sorry I actually put forth ideas that can be thought about and discussed ;]

EloHellDotNet3/9/2015, 5:54:55 PM1 votes

I kinda agree, they should at least make the nexus turrets something fierce they should target up to 2 targets at once its way to easy to siege with super minions and baron buff...