Jump to content

Add %maximum health true damage to cannons


Muto
 Share

Recommended Posts

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...