Muto Posted February 22, 2013 Report Share Posted February 22, 2013 With creeps up it is remarkable easy to cannon dive. My suggestion is to make cannons follow the same principle of the artifact weapon in that once it redirects to a hero from a creep it should continue to target that hero until it is out of range. This change would not prevent cannons dives entirely, but simply increase the risk/reward as there is no reason currently to not dive the tower against a mid to low health hero as immediately after they die the cannon will redirect towards a creep. Because there is very little risk involved in these forms of dives the cannon is effectively useless for purposes other then basic damage and only be functional as defense if the diver doesn't know what he's doing. This change would not prevent imitator dives nor would it stop people from diving and getting away with it. It would only increase the risk of attacking an enemy near a cannon if you are not confident you do not have the health to do it. Eliwan and nightShadow 2 Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 22, 2013 Report Share Posted February 22, 2013 I remember an in house where we were getting owned by our teir 3 tower. As the tower attacked them, but we eventually died and tower stopped attacking any of them. 3 of them survived with 100 hp, literally being one hit away from death. >_>. Curse you tower! Quote Link to comment Share on other sites More sharing options...
residente Posted February 22, 2013 Report Share Posted February 22, 2013 Lol please no. Towerhugging is actually stupid, and towerdive is nice, it makes no sense to buff towers to attack the same target till he is out of range to make ganks even less viable... Ironsights 1 Quote Link to comment Share on other sites More sharing options...
Ironsights Posted February 22, 2013 Report Share Posted February 22, 2013 I cant count the number of times when i have been near death, running for all I'm worth in a circle aroudn the tower with protect active, praying the tower finishes my enemy before he lands that last, fatal hit...and it works. Or the number of times I have dove for that last fatal hit, got it, and died to tower anyway...or missed and just died to tower... the point is there ARE risks for the reward offered by tower diving...but if the enemy is at full or near full health and you are one shot from death...no, the tower should NOT save you. And, as mentioned by residente...tower huggers are already super annoying. I have never seen a didcated tower hugger win a game, but they can be painfully slow to eliminate. Maar, for instance, can stand behidn the tower and spam fireballs until he's (wait for it) blue in the face, and trying to pull him out is painful. Now, mix in the tower being hyper aggressive towards heroes like the artifact is...Maar becomes unkillable...he can't win, but neither can you. Towers need -zero- buffs. No need to nerf them further either, for that matter. Quote Link to comment Share on other sites More sharing options...
Legomancer Posted February 22, 2013 Report Share Posted February 22, 2013 That sort of tower ai is in LoL, and is one of the reasons I play AoS instead. Quote Link to comment Share on other sites More sharing options...
Retribution Posted February 24, 2013 Report Share Posted February 24, 2013 Honestly I dislike the tower system, as many heroes can use damaging abilities sitting right next to a tower and not get attacked by it. MK's grenades and Cain's ult are examples. Perhaps lowering the tower damage and making them always prioritize heroes would be an excellent adjustment. If I'm not being clear towers should always target heroes if a hero is in range regardless of anything else. This would make tower-diving more skill and gank oriented and less sit here and kill people with these cool skills that don't aggro the tower, although I do suppose that would just benefit leechers more. **Another alternative would be towers that do much more damage and always target heroes, but attack at a much slower rate. This would allow quick striking but not lingering, would counter the "leech around your towers all day", and should balance the game more by preventing select heroes from being able to sit by towers with no penalty.** Quote Link to comment Share on other sites More sharing options...
residente Posted February 24, 2013 Report Share Posted February 24, 2013 After dis tournament I hate towerdiving Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 24, 2013 Report Share Posted February 24, 2013 Honestly I dislike the tower system, as many heroes can use damaging abilities sitting right next to a tower and not get attacked by it. MK's grenades and Cain's ult are examples. Perhaps lowering the tower damage and making them always prioritize heroes would be an excellent adjustment. If I'm not being clear towers should always target heroes if a hero is in range regardless of anything else. This would make tower-diving more skill and gank oriented and less sit here and kill people with these cool skills that don't aggro the tower, although I do suppose that would just benefit leechers more. **Another alternative would be towers that do much more damage and always target heroes, but attack at a much slower rate. This would allow quick striking but not lingering, would counter the "leech around your towers all day", and should balance the game more by preventing select heroes from being able to sit by towers with no penalty.** Most AoE spells don't trigger aggro from towers as otherwise you could be trying to (especially as MK) stop the creep-wave from breaking your creeps off the tower. And as for your alternative method; you just made it so melees can't attack towers without being shot so... :\ Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted February 24, 2013 Report Share Posted February 24, 2013 That sort of tower ai is in LoL, and is one of the reasons I play AoS instead. To be fair, tower aggro in LoL is relatively predictable which allows for smart plays. You see low health players diving the tower along with a high health player and having the high health player tank all the hits safely. AoS tower aggro is buggy and they do True damage so diving them is extremely difficult unless the enemy has almost no health left. So LoL is really not a good comparison. That said, towers are not there to protect you but to be protected. Expecting to be safe under your tower without some kind of hard cc is silly. It needs to be possible to force a player out of the lane to take the tower, otherwise the first 20 minutes of the game consists of passive farming. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 25, 2013 Report Share Posted February 25, 2013 Actually pre ~lv6, LoL towers are more deadly because they actually deal more damage than AoS towers (~180 base compared to 135) AND Health totals are a bit lower (by ~100)... and at that point in the game nobody has enough Armor to make that low enough. Also LoL towers actually fire faster than AoS towers; but their projectile speed's a lot lower. Quote Link to comment Share on other sites More sharing options...
Retribution Posted February 25, 2013 Report Share Posted February 25, 2013 I am Most AoE spells don't trigger aggro from towers as otherwise you could be trying to (especially as MK) stop the creep-wave from breaking your creeps off the tower. And as for your alternative method; you just made it so melees can't attack towers without being shot so... :\ Actually I just made it so all heroes get shot. Even though I do not like to argue over something when neither side can be proved without change: Many melee heroes can deal with the damage in one form or another already, such as LZ's Ultimate, Zera's Planar, Shadow's Vortex, etc. In all seriousness all I am proposing is that towers actually attack all heroes equally. Basically if no ally is near the tower, then the tower should not automatically attack enemy heroes. Towers are there to be protected, but being rushed by two players at your tower with full hp and dying without the tower attacking them at all is shap, Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted February 25, 2013 Report Share Posted February 25, 2013 Actually pre ~lv6, LoL towers are more deadly because they actually deal more damage than AoS towers (~180 base compared to 135) AND Health totals are a bit lower (by ~100)... and at that point in the game nobody has enough Armor to make that low enough. Also LoL towers actually fire faster than AoS towers; but their projectile speed's a lot lower. Why must you keep proving me wrong :/ Tower diving early is a terrible idea in both games. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 26, 2013 Report Share Posted February 26, 2013 Actually I just made it so all heroes get shot. Even though I do not like to argue over something when neither side can be proved without change: Many melee heroes can deal with the damage in one form or another already, such as LZ's Ultimate, Zera's Planar, Shadow's Vortex, etc. In all seriousness all I am proposing is that towers actually attack all heroes equally. Basically if no ally is near the tower, then the tower should not automatically attack enemy heroes. Towers are there to be protected, but being rushed by two players at your tower with full hp and dying without the tower attacking them at all is shap, You misunderstood... I just meant that Melee's can't push a tower *at all* because if they push the tower then they can't damage the tower or the creepwave because the tower auto-focuses them. On the other hand, some ranged characters can shoot-scoot with good timing to fire off attacks at the tower (or even easier the creep wave itself). :V Also @FruitNinja: Because I'm Pokedex? Yes. Very. Unless you get First Blood. :D Quote Link to comment Share on other sites More sharing options...
Revolution Posted February 26, 2013 Report Share Posted February 26, 2013 iirc a few of us mentioned this to ecko awhile ago and in all honesty the towers should do this. If you dive a target under their tower and escape with almost no health just because the cannon changed aggro is pretty stupid. There is no reason why it shouldn't stop targeting you unless you run out of range. This tower aggro system is in all other mobas because IT MAKES SENSE. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.