Towers should be something you're scared of, Paper can't achieve that.

TurtleMari··3 votes·461 views

Towers should be something you are scared of. They should be something you should not be able to take as a single person at 10 Minutes. Players should not be able to tank Towers for days. Towers should start falling around mid game (15 - 20 Minutes), once people effectively start to group up. If a Tower falls, because they are this strong, the Team destroying said Tower should get a small boost that enables them to keep doing so. The Goal of the Game is to destroy the Nexus, not get a ton of kills, however.. i think that kills should contribute to taking objectives such as Towers.

Here is current/old Towers:

Nexus Tower: HP 3600 Armor 55 Magic Resist 55 Attack Damage 150 Attack Speed 0.83

Inhib. Tower: HP 3600 Armor 55 Magic Resist 55 Attack Damage 170 Attack Speed 0.83

Tier 2 Tower: HP 3600 Armor 55 Magic Resist 55 Attack Damage 170 Attack Speed 0.83

Tier 3 Tower: HP 3800 Armor 55 Magic Resist 55 Attack Damage 170 Attack Speed 0.83 Armor, Attack Damage and Magic resistance are scaling ** My Suggestion:** Remove first tower Gold. All Towers now grant 300 Gold to the entire Team.

Nexus Tower: HP 10000 Armor 500 Magic Resist 500 Attack Damage 300 Attack Speed 1.1 New: Revives with 3000 Health, once all inhibitors have respawned. New: Now deals 75% of its damage as true damage against champions.

Inhib. Tower: HP 8000 Armor 400 Magic Resist 400 Attack Damage 250 Attack Speed 1.01 Now deals 50% of its damage as true damage against champions. Now has Sunfire's Cape burn passive when no Champions are nearby.

Tier 2 Tower: HP 6000 Armor 300 Magic Resist 300 Attack Damage 225 Attack Speed 0.92 New: Range Increased by 50 Units

Tier 3 Tower: HP 4000 Armor 200 Magic Resist 200 Attack Damage 200 Attack Speed 0.83 New: Armor, Attack Damage and Magic resistance are no longer scaling New: Range Increased by 100 Units. (Less towerdiving and more Wavecontrol)

3 Comments

You Disgust Me2 votes

Although I agree that Towers should be more powerful, this isn't the right way to approach it.

You're adding way too many defensive stats to the Inhibitor and Nexus Towers imo. With the amount of Armor/Magic Resist they have, it makes them block 80% and 83.3% damage respectively along with granting them 40000 and 60000 effective HP respectively. In comparison, current turrets have roughly 35% damage reduction and 5,580 effective HP.

Even Baron Nashor with 10000 HP at 20 min doesn't have this much effective HP, being 22000 HP against Physical Damage and 17000 HP against Magic Damage. These changes will make securing towers harder than taking Baron.

As for gameplay, these changes will do the following things:

  • Minions become worthless at sieging: The turrets are too tanky for the minions to deal considerable damage. You'd need a Baron buff with Banner of Command to deal any considerable damage.
  • Make games significantly longer (40~50+ Min): Due to towers being so tanky, early game snowballing/objective becomes significantly less effective. Thus, most early game champs will become unviable as the game goes on. Additionally, in order to get to the enemy Nexus, you'd need to deal at least a whopping 196,000 effective HP [12000 HP (Tier 3) + 24000 HP (Tier 2) + 40000 HP (Tier 3) + 60000 HP (Tier 4) x 2] worth of damage to enemy turrets. Even with its base HP, that's 38000 HP; that's more damage than most players deal to champions in an average game. Also remember, Nexus towers respawn and Inhib and Nexus towers can still regenerate HP. This will make games considerably longer as well...
  • Makes strategies such as Backdooring, Splitpushing, Objective Trading less rewarding: Backdooring will be less effective since you don't want to take multiple inhibitors at the same time due to the Nexus Turret respawn mechanic. Inhib Towers with Sunfire Cape destroys the incentive to create monster minion waves. Also with their defensive stats, Splitpushing becomes significantly less effective due to one person being unable to deal enough damage to take towers. Because towers take forever to kill, players will have more incentive to take neutral objectives in order to speed up the turret taking process. Otherwise they will just farm or slow siege a tower for X min until a neutral objective spawns. Trading objectives will not be a factor either since taking an inhib/nexus tower would take longer than taking Baron or Elder Drake.
  • Promotes 5v5 tower slow siege gameplay: With all the other options stated earlier not being effective, most players will spend majority of their time playing farming simulator or slow sieging turrets one at a time until a neutral objective spawns. This leads to quite uneventful linear gameplay.
  • Heavily limits play potential late game: Usually when your team manages to get a pick/kill on the enemy team, you want to force an objective (i.e. tower). However, since the towers are so tanky, your team probably won't be able to fully capitalize on that person's death. The enemy will probably respawn before you even manage to significantly damage the tower. You better pray that one or more players on your team has the Demolish rune.
TurtleMari1 votes

I have to agree, that i went a "little" over the top with it.^^' I personally just think that Towers should only fall when either your team works together (2 or more people) or when enough time has passed that the minions take it down.

With the Sunfire's Cape on Inhib towers when no Champions are nearby, i wanted to prevent people from just shoving one Minionwave after the next into it without actively trying to take it down, therefore not risking anything. I like to imagine League like a Castle, with the defenses becoming stronger the closer it gets to the very thing its trying to protect, therefore Nexus Towers being the strongest and insanely hard to take down, requiring the entire Team.

Assuming Riot would actually implement these exact changes (i doubt it), it would open up the requirement for more items that are made for taking down Towers, like Zz'rot Portal item 3512 etc. Alternatively you could enable the effects of Penetration items to work on Towers aswell, therefore counting all of their armor and magic resistance as Bonus.

I want Champions that are very strong early on, to bring their Team ahead, but not be able to solo carry a game, while also not feeling completely useless in the later stages. That could be Achieved by either having special Siege items in the game just for those classes, an example of that would be an Item for Assassins that grants Lethality, Attack Damage and stores Charges on killing an enemy Champion that then causes the next basic attack on a structure to deal damage based on the charges + the users Attack Damage, or having Towers loose a % of their resistances per enemy Champion attacking it (and maybe gaining resistances for allied Champions being nearby).

I hope this is not confusing and makes sense somehow, it is very late. Oh, and thank you for having this discussion with me. :)

ZedUsanGovos1 votes

Papercuts deal more damage than the towers rn tbh

More from Concepts & Creations

More by TurtleMari