Turrets: le buff?
Towers are good for the first few levels or so, beyond that they just don't scale. Oh, sure, it's not good to take errant tower hits, but you don't really care when A: it's past 15 minutes or B: you have your jungler come and you can flat ignore the tower, dive on someone ~75% health, and kill him then walk away (especially if one juggles tower aggro).
I don't want them overbuffed in the other direction, but it's just saddening to see how easy it is to dive nowadays. WTB towers that can do something about the frothing at the mouth jungler+top coming to lolgank me :(
I don't want them overbuffed in the other direction, but it's just saddening to see how easy it is to dive nowadays. WTB towers that can do something about the frothing at the mouth jungler+top coming to lolgank me :(
They already can; just the other day I got a double kill and survived as Riven by using ult and ignite and kiting around the tower when the top + jungle tried to dive me. And I'm not even good with Riven.
Diving someone who still has the majority of their health and abilities up can be pretty risky even 2v1.
Diving someone who still has the majority of their health and abilities up can be pretty risky even 2v1.
I like that towers are easily diveable it promotes aggressive gameplay for the jungler and midlaner.
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At the VERY MOST they could use a super small late game buff. The turrets are quite well balanced as is

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I think that character's corpses should turn into turrets when they die. That way the lane will become gradually safer for them as their terrible play leads to them dying repeatedly and feeding the enemy lane.
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I'm perfectly fine with turret damage early and sometimes into mid game bit I honestly think that turret damage should scale on a total HP percentage.
I.e: Turret could do like 12% total health.
Note: Turret damage would stay a fixed amount on creeps
I.e: Turret could do like 12% total health.
Note: Turret damage would stay a fixed amount on creeps
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