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I think they could scale a bit on lategame.......
Edit:Oh, lol, wasn't really reading the whole thing so i thought you ment turrets(like, the base turrets). Yeah, Heimer could more use a buff on his ult. ![]() Thanks to M&M,AmazingMonkey and TinyStar for my signatures! |
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Heimer just needs a rework. His kit works around poking and kiting and the turrents are on place things so it works meh.
Thanks lgnition for the Sig. |
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^ rofl.
No need for a buff imo ![]() Thanks to jhoijhoi, GrandmasterD, The_Nameless_Bard, MissMaw, JEFFY40HANDS, Xiron and myself for the sigs! |
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I was refering to base turrets, heimer's head is clearly overcompensating his wad.
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Turrets kinda weak... all you need is giant belt and you can tank turrets easily or large hp item.
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Turrets are too strong already.
Don't buff them If anything buff their hp.
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!
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I'm not really sure what a turret HP buff would accomplish.
I can remember maybe a handful of times where a turret having more health would have impacted a game in any way at all. Generally if one is getting pushed, it's going to die because there are multiple enemies wailing on it because your team either just lost a teamfight or was horrendously out of position map-wise. Having 200 extra health doesn't matter. You can't peddle papooses with a dancing monkey.
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For the record, turrets already have 45% ArP to counter tanks. They also deal more damage with each shot on the same target.
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I think they're fine, doing alot of damage in early game until you're level 10 something. After that they do a small amount of damage.
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Thanks lgnition for the Sig.







I've come to this matter over and over: turrets are becoming more and more unreliable nowadays. In a place where Alistar/Nautilus junglers can dive you at level 3 for kill enabling, where mundo/nasus can tank turrets alone and destroy them for fun, or, basically, where many times playing a squishy can be unreliable simply because tanking towers seems to be easy peasy early game and lategame they're nearly useless.
This goes both ways, so it's not a QQ; I've ignored turrets over and over with dives and such, and felt at times it was just unfair. One doesn't always know how far some can tank them turrets, and other times it's just annoying to see a one milling HP tank go poke a turret for a bit, leave when he knows enemies are coming, then return, etc.
SO, I think turrets could use a buff. Targetting buffs seem pointless coz they might "confuse" the turret (like focusing the champ who deal more damage to your team since the last beam). What I though could work would be turrets dealing X base damage + % target's Max HP. This means it would be more balanced for shooting tanks while still dealing decent damage to carries (only dealing %of max hp would let them tank the turrets easily). The % should not be so high as it would make playing tanks semi-pointless on this field, but notable enough so they require a brain more than just WOO I BUILT HP I CAN DO ANYTHING.
What say you guys?
EDIT: I'm refering to base turrets. Dafuq guyz?