Tower Damage Trinket

RainyWolves

New member
This comes hand in hand with a suggestion I made in private forum: I would love to see towers take less damage from players overall, but with this change would be great if there was some sort of either active or passive item that had a focus on increasing the amount of damage that player can do to towers. This would add to item slot decision making, and could be bought when in dire need of push to earn flex slots especially early on. This would probably be best as a Tier 2 or 3 Weapon item.
 
I am pretty sure that the modifiers placed on that are directed towards lane and jungle creeps.
Nah, it does effect guardian and walker damage. Don't think it effects the patron though.

I can primarily tell because, as Yamato, I barely take damage from the beams when I try to flank past walkers, so I at least THINK it'd also apply the damage buff if it applies the damage resistance. (Yes I get MR on Yamato... helps with flanking a lot actually)
 
They've already buffed towers multiple times and they still go down very easily, even if they buffed them again, good players will still take them down easily clearly. And even if towers turn out to be very sturdy in the future, having a splitpushing/tower item is bad for the game regardless, it results in having to deal with a very cancerous playstyle that has already plagued other MOBAs before they've removed the item (Hullbreaker or Banner of Command from League). Plenty of item combinations or heros themselves already allow you to melt towers too easily since the dawn of this game and it's still the same.

It is not healthy at any point to have a player doing poorly whether they are feeding or farming bad at low souls but they are still allowed to easily shove and take towers. And given they've already taken bad item suggestions before this is the only reason I care to reply, since we really don't need such an unbalanced item that works for both good and bad players to encourage such a playstyle, pushing and taking objectives is already extremely easy.
 
First allow me to say I am happy you are making an escape from LoL, nature is starting to heal.

Given that the devs of this game are hopping over from Dota 2 I really enjoy how a lot of the towers are able to function and how their resistance values function in that game. Split pushing, especially when behind, is always going to be a viable strategy, but it always leaves the split pusher very vulnerable to being killed. Given enough time and playtest data I am sure the towers will find their path to a balanced spot, and I don't think items that can be used either as an offensive or defensive asset would be a terrible idea.

On that note if anything it would be cool to see an item with like a 30-60 sec active CD could be used to apply extra dmg mitigation on a friendly tower.
 
I agree that towers need a buff.
I don't have certain about if tower/creeps get agro in you when you attack other hero, but this should be a common thing. Also the towers need a buff. They melt very easily. I don't like the vibe LOL to give a buff for a few minutes in early game. Towers should be a scare place to enemy try to dive and a protection against enemies, but until creeps destroy them easly.
Maybe a little buff in t1, in damage and when ally heroes is close the tower, has a aura with defense and hp regen, t2 still get the abilities and give a splat damage, more defense and regen. T3 (2 towers) give splash damage and more hp and damage. And the two ancient need to have some habilities, scare habilities that enemies should be scare to give damage to it without concern to be stomped.
To give buff at towers, need to reduce map, and prevent rate dota a little. Because a lot of games, even with a ACE, you need a lot of time to go to other side, that enemies respawn and is like nothing you get a ACE.

I don't know if have mega creeps, but it would be a great thing too, to give advantage to team who achieve enemy base.
Well... This is my view from this game. :-)
 
Right now people losing games over one mistake at 20 mins if enemy has strong pusher or later when everyone can demolish buildings. Pretty much good balance for me. Only viable option is to get a temporal reinforcement so you can wait out seconds before respawn, but only reinforcement not invulnerable towers.
 
Back
Top