Muto Posted September 18, 2013 Report Share Posted September 18, 2013 While I realize that we don't want to actively encourage heavy turtles, I feel it is still too easy for certain strength heroes to be able to stack enough health/regen to completely mitigate cannon damage. If I remember correctly, the reason they changed it from physical to true damage was to solve the issue of tanks being immune to cannons, however with enough health gains + Organic they still can be virtually immune to them. As a result, I personally suggest changing turrets take a slight damage reduction, but in exchange do 7% maximum health as true damage to the target in order to fix the issue without causing towers to do over the top amount of damag.e miracle and ANARCHY 2 Quote Link to comment Share on other sites More sharing options...
ginosaji Posted September 19, 2013 Report Share Posted September 19, 2013 Buff artifact back to what it was, and nerf tier 3 towers. That way it will favor teams that are winning, i.e taken all the tier 3 towers, instead of allowing for backdoor opportunities by taking 1 tier 3. Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted September 19, 2013 Report Share Posted September 19, 2013 Before the towers get any more buffs, remove the +2 health regeneration they got from the recent patch... gosh its like every lane has a queen in it which is dumb and makes queen feel less special residente 1 Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted September 19, 2013 Report Share Posted September 19, 2013 lower tower regeneration to 1 add % hp true damage make an item / hero ability that gives towers X shields per second decaying over long period Quote Link to comment Share on other sites More sharing options...
Adamantium Posted September 19, 2013 Report Share Posted September 19, 2013 Give tier 1 towers .5 HP regen +.5% Maximum Health damage Give tier 2 towers 2 HP regen +1% Maximum Health damage Give tier 3 towers 1 HP regen +1.5% Maximum Health damage Give Artifact tower 3 Shield Regen/3 HP regen. Ironsights 1 Quote Link to comment Share on other sites More sharing options...
Muto Posted September 19, 2013 Author Report Share Posted September 19, 2013 Give tier 1 towers .5 HP regen +.5% Maximum Health damage Give tier 2 towers 2 HP regen +1% Maximum Health damage Give tier 3 towers 1 HP regen +1.5% Maximum Health damage Give Artifact tower 3 Shield Regen/3 HP regen. Do you mean give tier 2 towers 1 HP regen and tier 3 2 HP regen? Other then that this seems reasonable. Quote Link to comment Share on other sites More sharing options...
Adamantium Posted September 19, 2013 Report Share Posted September 19, 2013 Do you mean give tier 2 towers 1 HP regen and tier 3 2 HP regen? Other then that this seems reasonable. Nope lol. I guess I just feel like tier 3 towers are already too hard to kill. Quote Link to comment Share on other sites More sharing options...
Muto Posted September 19, 2013 Author Report Share Posted September 19, 2013 I think it would personally be more viable to cause towers to only regen if they are not damaged in 60-90 seconds this means they don't heal during major pushes but will after failed back-doors. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
Adamantium Posted September 20, 2013 Report Share Posted September 20, 2013 Yeah I agree. Quote Link to comment Share on other sites More sharing options...
Indo Posted September 20, 2013 Report Share Posted September 20, 2013 lane with queen now heals 7hp per second :D that is pretty nice I have to say and should stay this way.. it more then tripples the heal so queen still is special.. Quote Link to comment Share on other sites More sharing options...
Adamantium Posted September 20, 2013 Report Share Posted September 20, 2013 We should re-implement fortify. Quote Link to comment Share on other sites More sharing options...
TaxHaven Posted September 21, 2013 Report Share Posted September 21, 2013 I dont think this is good. Towers early game are meant to be this overpowering safety zone and takes like 20-40% hp per hit. But lategame, they sort of act like creep clearers, and heroes with a couple of full items can tank and kill towers. if you add 7% hp tru dmg, you take away the scariness in early game but increase dmg for lategame... Quote Link to comment Share on other sites More sharing options...
Indo Posted September 22, 2013 Report Share Posted September 22, 2013 in endgame, it takes almost a minute for a tower to kill a normal creepwave... Quote Link to comment Share on other sites More sharing options...
EterNity Posted September 22, 2013 Report Share Posted September 22, 2013 Tower has regen is one of the smartest decision ever made by AoS developers. Quote Link to comment Share on other sites More sharing options...
Moo Posted September 26, 2013 Report Share Posted September 26, 2013 I think that the tower should deal scaling damage to creeps as the game goes on, so that the new siege creeps are actually held in check, but deal same damage to heros. Quote Link to comment Share on other sites More sharing options...
RedHydra Posted September 26, 2013 Report Share Posted September 26, 2013 While I realize that we don't want to actively encourage heavy turtles, I feel it is still too easy for certain strength heroes to be able to stack enough health/regen to completely mitigate cannon damage. If I remember correctly, the reason they changed it from physical to true damage was to solve the issue of tanks being immune to cannons, however with enough health gains + Organic they still can be virtually immune to them. As a result, I personally suggest changing turrets take a slight damage reduction, but in exchange do 7% maximum health as true damage to the target in order to fix the issue without causing towers to do over the top amount of damag.e Adding a Damage Scale based on Max HP potentially leads to more Tower Diving since anybody could tank the damage if they're losing the same % of Health. Tanks should to be able to withstand the Damage from Towers with the right items, but not to the extent that they feel immune to them. We will add something similar to discourage frequent Tower Diving in the near future. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
Indo Posted September 29, 2013 Report Share Posted September 29, 2013 its about adding %dmg to the tower, ADDITIONAL to a base dmg like 100+(~) 5% or so Quote Link to comment Share on other sites More sharing options...
Revolution Posted September 29, 2013 Report Share Posted September 29, 2013 While I realize that we don't want to actively encourage heavy turtles, I feel it is still too easy for certain strength heroes to be able to stack enough health/regen to completely mitigate cannon damage. If I remember correctly, the reason they changed it from physical to true damage was to solve the issue of tanks being immune to cannons, however with enough health gains + Organic they still can be virtually immune to them. As a result, I personally suggest changing turrets take a slight damage reduction, but in exchange do 7% maximum health as true damage to the target in order to fix the issue without causing towers to do over the top amount of damag.e They were changed to true damage because AGI heroes could essentially tank about 10-15 tower shot and only losing half of their health at level 7. It had nothing to do with tanks being able to tank towers because tanks should be able to tank towers. In every moba eventually tanks can tank towers, which is how it should be.. The same is with AoS. Towers aren't supposed to be WMD's that just destroy any hero that it starts attacking like you're suggesting. They are defensive points that guard you in the early to mid game and they establish map control. Once a tank gets 2-3 big items then they should definitely be able to tank towers excluding the artifact. Quote Link to comment Share on other sites More sharing options...
Indo Posted September 29, 2013 Report Share Posted September 29, 2013 yeah the issue is, that there are some heros that can solo towers without creep waves... ( in midgame) Quote Link to comment Share on other sites More sharing options...
Revolution Posted September 29, 2013 Report Share Posted September 29, 2013 I find it hard to believe that during the mid game 11-16 level area a hero can 1v1 a tower Quote Link to comment Share on other sites More sharing options...
Indo Posted September 29, 2013 Report Share Posted September 29, 2013 FoE galactic defender and 1-2 dps items and its actually quiet easy... Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted September 29, 2013 Report Share Posted September 29, 2013 yeah the issue is, that there are some heros that can solo towers without creep waves... ( in midgame) micro gravitus Quote Link to comment Share on other sites More sharing options...
thomulf Posted September 30, 2013 Report Share Posted September 30, 2013 It's useless to say "towers are too strong, game should end quicker" when any strong mid or endgame tank can take a tower with 1 or 2 teammates.. it's also way too easy to dive T3 towers to pull/throw and just laugh at the damage it deals. It doesn't make sense for tanks to have such a big advantage. Also artifact is too nerfed, if 3 or 4 enemies are dead you can take it out in a single push Quote Link to comment Share on other sites More sharing options...
Revolution Posted September 30, 2013 Report Share Posted September 30, 2013 FoE galactic defender and 1-2 dps items and its actually quiet easy... That isn't mid game. Quote Link to comment Share on other sites More sharing options...
Moo Posted September 30, 2013 Report Share Posted September 30, 2013 That isn't mid game. It is midgame if you are fed, or if you are a carry who farms like they are supposed to. Quote Link to comment Share on other sites More sharing options...
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