Towers do too little damage

Smackover

New member
The entire point of a moba is that tower are extremely dangerous without a minion wave or until into the late game. Why am I getting dived at the beginning of the game under my own tower? This makes the game a terrible excuse for a moba.
 
The tower targets the closest enemy, if the creeps come to the tower heroes can dive and kill you under the tower the main thing is not to get closer than the closest creep. I'm not saying it's right I'm just saying how it is.
Damage doesn't help with that.
I would also prefer the tower to focus on who is attacking its heroes.
 
I understand how it works, what I'm saying is that early game they will run past their own creep, dive me under my own tower and kill me. That shouldn't happen in a well designed moba.
 
It would probably be better to add a strong slowdown or weakening of resistances to damage types, but the damage increase itself is unlikely to help.
 
Most other mobas use damage. If a single player is under an enemy tower early game, with no creep, they should get deleted.
 
i also had that from time to time, especially playing against bulk with rather fragile heroes can be frustrating as sustain pretty much cancels out guardian damage early game. idk what the damage formula currently is, but maybe dealing base damage + max health percentage would do the trick to make people actually avoid getting tower damage at all cost
 
Max health percent is not a terrible idea.

Edit to add: It also could be creep based, just like the tower resistance. If there's no creep, tower does +5000% damage or something. I'm not against getting dived if there's a big push, its mostly that heroes should'nt be able to solo dive the tower early game.
 
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