SickofOP Posted January 3, 2014 Report Share Posted January 3, 2014 This isn't meant to be a rage thread, or anything like that. I just feel in my honest opinion, towers need a buff. I've played numerous games in which I'm attacking another player right next to a tower, or vice versa, and yet the towers do not attack me or the player attacking me. Essentially what I'm getting at, you can pretty much tower dive if you have your creep attacking the tower. I know they were nerfed, but it seems to be too much for my liking, as well as the majority of the players I've came across in game. I'm not sure if they need reworked as far as attacking, if the range needs changed slightly, or even the damage. You're supposed to be able to use the towers as support and cover from being attacked, and I just don't see it happening. One of the biggest issues I have deals with the main tower inside the bases, numerous times while playing yesterday, it did nothing. I've fought 1v1, 1v2, team fights at the main base, and yet while the enemy is within the range of the tower, they're not attacked. It's more important to have support and help from the tower to attack enemies than it is to fight the creep, the enemies are the ones doing the massive DPS. Maybe a slight increase in the awareness of the tower would make this better? Thoughts and opinions? Quote Link to comment Share on other sites More sharing options...
Indo Posted January 3, 2014 Report Share Posted January 3, 2014 (edited) tempeltower was discussed often without any good results... its oretty much the biggest buging thing in the whole game.. sometimes it attacks creeps when you attack heroes, sometimes it attack you attacking a hero and 15 seconds after you killed him switches back to you even when creeps are close... in general its glitcing around and pretty much randomly choosing targets sometimes edit :I just had a troll idea, make towers do two shots at once, like two individual canons per towerwith 75% of the current weapondmg--> stronger tower, yet better in clearing waves of low life 1hits ( unix gara mk) so they would still help but won't flob towers as easily but still easy enough to call it balanced edit2: tempel shoould not shoot, but instead do a beam with increased dmg when he attacks the same target for a longer time, like toss phaseglider Edited January 3, 2014 by Indo Quote Link to comment Share on other sites More sharing options...
SickofOP Posted January 3, 2014 Author Report Share Posted January 3, 2014 Exactly what it seems like. It makes heroes way to easy to kill, it's so frustrating. Quote Link to comment Share on other sites More sharing options...
Gwolla Posted January 3, 2014 Report Share Posted January 3, 2014 Up towerspeed by 100% and lower damage by 50% to balance it out is worth a shot (or a test atleast imo). Would make the tower change targets faster which should reduce tower diving. You now have precious seconds going to waste cause of the slow attackspeed. Last hitting would be more troublesome I suppose but thats flipside. Quote Link to comment Share on other sites More sharing options...
Allstar Posted January 3, 2014 Report Share Posted January 3, 2014 Make the tower damage AOE every time heroes attack within range of the tower. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 3, 2014 Report Share Posted January 3, 2014 (edited) Add % of Max Hp (or current) damage to its attack (2-3 percent would suffice) against enemy heroes. A slight increase to attack speed would also help. Perhaps if the tower is surrounded by more than X number of enemy units the tower gains a short but strong attack speed boost, this ability could have an internal cooldown of 90-120 seconds. Edited January 3, 2014 by Jessika Quote Link to comment Share on other sites More sharing options...
Jaysi Posted January 3, 2014 Report Share Posted January 3, 2014 I agree with increasing attack speed and lowering damage to equal similar DPS. It's too easy for heroes to tower dive like Ling, Balrog, and Shadow and then to do a leap or vortex to change aggro. Quote Link to comment Share on other sites More sharing options...
Destroyer Posted January 3, 2014 Report Share Posted January 3, 2014 (edited) Towers hit hard enough as it is. If you are having trouble getting tower dived, maybe you shouldn't be there or ask your team for help. Edited January 3, 2014 by Destroyer Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted January 3, 2014 Report Share Posted January 3, 2014 Towers hit hard enough as it is. If you are having trouble getting tower dived, maybe you shouldn't be there or ask your team for help. It's not a matter of hitting hard or not, it's a matter of target prioritization and aggro. Also the tower is supposed to be a haven and give the targeted hero the advantage when some schmuck wants to dive at them. If the targeting ever gets fixed, I think a temp speed increase and aoe buff should be applied when ever an enemy hero is targeted. Quote Link to comment Share on other sites More sharing options...
SickofOP Posted January 3, 2014 Author Report Share Posted January 3, 2014 Thanks everyone for posting, I appreciate it. I agree with the majority of you, an attack speed increase and maybe an aoe attack or buff would help fix this issue. I'm hoping this issue gets addressed, it's quite frustrating and you all have posted your thoughts on it. Quote Link to comment Share on other sites More sharing options...
BestZeratul Posted January 4, 2014 Report Share Posted January 4, 2014 It's just that people prefer blaming their deaths on glitchy towers instead of their poor positionning when they stay in lane below 40% hp and ling+balrog have been off the map for 30 seconds. Making a thread is more reassuring than questionng your own play. Destroyer 1 Quote Link to comment Share on other sites More sharing options...
EterNity Posted January 4, 2014 Report Share Posted January 4, 2014 We should just make tower 1 shot anyone that dares to stay too close or play risky. That will do it! Quote Link to comment Share on other sites More sharing options...
Ironsights Posted January 4, 2014 Report Share Posted January 4, 2014 I feel there are quite a few issues that need addressed in the game...but tower targeting priority really isn't one of them. The towers -do- offer you an advantage, but -not- a 100% sure thing on surviving...and thats fine. Things I would rather see fixed (in no particular order) -ease of back-dooring with basically any hero/tower durability. -stunknife/timesplitter being abusively over powered -glitchy/failing Akasha Ultimate at level 3 -ghost kills from the 'resist' testing Quote Link to comment Share on other sites More sharing options...
SickofOP Posted January 4, 2014 Author Report Share Posted January 4, 2014 It's just that people prefer blaming their deaths on glitchy towers instead of their poor positionning when they stay in lane below 40% hp and ling+balrog have been off the map for 30 seconds. Making a thread is more reassuring than questionng your own play. No? You're way off. Quote Link to comment Share on other sites More sharing options...
Midknight Posted January 4, 2014 Report Share Posted January 4, 2014 It's just that people prefer blaming their deaths on glitchy towers instead of their poor positionning when they stay in lane below 40% hp and ling+balrog have been off the map for 30 seconds. Making a thread is more reassuring than questionng your own play. Destroyer and BestZeratul 2 Quote Link to comment Share on other sites More sharing options...
SickofOP Posted January 6, 2014 Author Report Share Posted January 6, 2014 Lol Quote Link to comment Share on other sites More sharing options...
SmittyGFunk Posted January 6, 2014 Report Share Posted January 6, 2014 Honestly, the towers are glitchy as a pre y2k comp, however if you get killed at the tower because you are low health or hung around as a squishy 1v3 you have to take some responsibility for foolishness. DS (SSG) Davis always said, be smart about the stupid things you do. Quote Link to comment Share on other sites More sharing options...
Skydie Posted January 6, 2014 Report Share Posted January 6, 2014 Only obvious one I've seen is the tower targeting me (Darpa) when there where 2 allied heroes near the tower and a whole creep wave, none of the opposing team were present. Flobbing tower just turned on me, seen it happen to John once too so it wasn't an isolated incident. + I swear Kerry has doesn't take enough damage from towers at times, she may dodge hits due to broodlings (a bit like crackling and lings) but I've seen direct hits do barely any damage. Quote Link to comment Share on other sites More sharing options...
TaxHaven Posted January 6, 2014 Report Share Posted January 6, 2014 Only obvious one I've seen is the tower targeting me (Darpa) when there where 2 allied heroes near the tower and a whole creep wave, none of the opposing team were present. Flobbing tower just turned on me, seen it happen to John once too so it wasn't an isolated incident. + I swear Kerry has doesn't take enough damage from towers at times, she may dodge hits due to broodlings (a bit like crackling and lings) but I've seen direct hits do barely any damage. I think you are too tired its 3.28am Quote Link to comment Share on other sites More sharing options...
SickofOP Posted January 7, 2014 Author Report Share Posted January 7, 2014 There is no doubt some blame goes on the person who is low health, but the towers are messed up. Crackling as well as Kerri as mentioned do manage to avoid being hit on numerous occasions due to the minions (lings and broodlings). Quote Link to comment Share on other sites More sharing options...
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