Why like 3 nerfs to new turrets?

equal level and nova walks under tower while im ming and autos me taking like 8 shots from fort and im misposition? UHHHHH ok then i hate it here
game is dumpster fire but i love the heroes too much to quit

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At now point during these changes did I think diving was impossible.
At this current point I’ve had myself and allies run way past a tower to chase an enemy.
The slow was a real threat, but to be honest I didn’t like it.

I think something else should be tried.
Not reverting back.

Though I do miss ammo, that is one thing I’d like to see returned in some way. Maybe not exactly as it was before, but in some way. Maybe they just do increased damage when they have ammo, but continue to fire when they don’t have ammo.

Avatar does not check out.

First of all, there have been many Youtube videos showing people literally getting 100-0 for simply trying to do their jobs.

Ranged players were not affected much, it added a little fun, trying to find how far you can go.

Melee players, well.

It says something that last season I got 0% winrate as a tank (and I completely refuse to do it ever since). I wasn’t ever a god tank, but this really made me useless, apparently.

It says something that last season ranks were so weird, people moved all over the place. I always have been somewhere in Gold, but I fell nearly to Bronze without noticing any change in game difficulty (constant 35-40% winrate), which tells me that players were failing ranks in masses. (I am back to Gold. Started with a massive winstreak, matches were easy, as they were before.) My typical counters are good melee players.

Changing aspects of the game after years is generally not a good idea, various heroes will react variously. Genji could jump in, take a shot, kill you with Deflect from tower shots, and jump out. Simply healing with Li Li would make her getting targeted. The mere existence of Anub around the towers would get him targeted (well, turn off your trait - sounds like a good nerf).

Good riddance.

TL,DR: It was fun for Kael’thas, the rest it sucked hard.

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It was only an uphill battle for the one being afk at his towers while they shot 40 armor reducing nukes at people.
Give us the slows back and call it a day.

I just want the third towers brought back. Can we also please have Haunted Mines and the old garden of terror put into rotation again along with their remade counterparts? Haunted Mines was my jam, and I’m sure many people didn’t ask for its removal, just keep it out of ranked if that was the issue, those people only play the same 10 heroes anyway, they know nothing of variety.

Pushing past the enemy gate and dying to towers is also bad tanking. There’s a reason every single objective & camp that’s not the Punisher stops at the gate and destroys it and both towers before proceeding in to attack the fort. Avoiding getting hit by towers is something every player learns in their very 1st game (or the tutorial) in other mobas. HotS is the only one that has a large number of players that still haven’t learned after 5+ years that facetanking towers = bad, or think that pushing is completely impossible without doing so even though you have a giant pve mob to tank the hits for you which you don’t have in other games.

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And that was the problem. It was designed to behave like that, and then was changed so that towers/forts would not target it unless all heroes in range were completely passive, and tanks were designed to be able to tank towers for a reasonable period of time. Sure, no hero should be able to sit indefinitely under structures, but since they didn’t buff the “giant pve mobs”, they became all but useless as a tank for the structures, and without heroes to assist, would rarely get anything accomplished.

People were actually discouraged to cap things other than as a distraction.

You don’t have to be completely passive. You can help attack the towers. Some people simply can’t help themselves and must immediately attack any hero in range all the time.

Like I said in other threads on this subject, in Smite all your basics are skillshots and ability/spell damage does nothing to structures. The only way to kill towers is via basics and any gradual damage from minions. There are no pve camps that push. Their are no huge, high-damage objective monsters that push. At any given time during a push, an enemy player can try to walk in front of your skillshots/LoS while you’re trying to attack the tower. Not only will the tower target you immediately, all enemy minions in range will also immediately attack you (and chase you until you leave their leash range, it’s actually possible to drag minions through the jungle and into a different lane) if you attack an enemy player. You don’t just throw yourself under the enemy tower to attack the enemy player or indiscriminately throw all your abilities at them while in range of tower fire and a minion wave.

In HotS all you have to do is right click the tower… it’s so incredibly simple but people would rather unload everything they have at the nearest enemy hero and then complain about tower damage, and worse yet, claim it requires “skill.” :roll_eyes: You practically have to try to take tower damage in this game compared to other games.

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Or, they are playing Anub’arak and his trait makes it impossible to not draw structure aggro in the old design. Looking at his win rates before and after the change, an already niche tank became a liability. And this was true for most of the tanks.

Your suggestion that tanks “just right-click the tower” makes any number of talents unpickable, and, unlike your claim to prefer skill in the game, turns tanks-not-named-Johanna into nothing but team fight initiators, completely removing the skill aspect of tanking for all other phases of the game.

As towers stand now, the tank has any number of options in a push, some more aggressive, and some more passive, depending on the tank in question. Even with the nerfed towers, a tank can’t just ignore the structure damage, as skilled enemies will ensure that the tank takes more than they can handle if they are too aggressive.

But hey, if you don’t believe this actually removes a layer of skill from the game, I have to assume you didn’t play tanks much prior to the anomaly, nor during it. And since we are now just talking in circles, I will drop it.

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LoL towers are such a joke that people dive hard at level 1. By level 6, ult time, a lot of them can actively push into turrets and by roughly 13 the turrets have ceased to be a useful part of the game.

turrets? what turrets. are u retard? wtf talking about? is this guy idiot or just drunk. his whole topic makes no sense.

or maybe he puts himself as gazlowe? there weren’t nerf for him, he literally stoned to the ground

The problem wasn’t the -40 armor, it was that when you were pulled out of position by an ability; you could have 2 towers and a fort/keep stacking AA shots to max before you could get out of range.

If forts/keeps and towers didn’t stack on top of one another for anti-armor value it would have been okay - or reduce the amount of anti armor per shot but leave the -40 cap alone.

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at the very least the snare should be brought back. right now they are worthless.

Maybe they can replace the armor debuff with a healing debuff.

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Yeah the damage needs to go back up. They don’t protect you at all now. I should be able to retreat to safety without Diablo being able to stun me into my own defences with no risk to himself.

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The old design was quit good, it was protecting the player early game but not that effective late game.
The thing is that forts are suppose to give an advantage to defenders, it should require more skill to kill an enemy under his fort than to avoid getting killed.
Now the only thing which can save you from a dive is the number of damage the enemy can afford to kill you. That is a good thing on the paper but that also mean that you have no surviving advantages versus 1 diver. A Garosh should not be able to catch you under your fort as easily than in a lane.

Previously the best way to survive was to stay under the fort, playing with the slow knowing that even if you will get kill, the diver will struggle to get back and will take a consistent amount of damage which will maybe result on a kill. But now most of the time the best choice is to retreat because your fort will not help you to face the enemy.

Also I saw a lot of assassins heroes tanking the forts like if it was a simple tower…

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I liked the Call for Help for Turrets (not only for forts, keeps and cores). They actually help to protect heroes and harass enemies that are too agressive at the beginning of the match.

And NO! Having Call for Help doesn’t mean Hots is LoL
Jesus. Both games are way too different and the turret system is not the only thing that separate them

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Current Forts and Keeps are entirely useless and it’s kind of silly how easily certain auto attackers can destroy them with a support of single minion wave. You should be able to capitalise off an uncontested lane but not this easily.

You can also easily overwhelm a single defender and completely ignore him to keep the structure focus on NPCs. The original anomaly may have been too strong but finding more middle ground would certainly be an improvement.

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There’s a skill in not being out of position to be pulled into that or to be that far forward. Positioning is 110% of the game, being in the right place at the right time helps you avoid abilities cap objs, get camps at the right time, boss at the right time ect. I think positioning is fundamental to the game and changing towers made it so that defending is absolutely out of the question.

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