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Last patch preview stated that they are nerfing the damage on outer turrets. I did not liked this change because in almost two years diving is actually a skill where you need to be able to know your damage and how much damage tower will hit you.

I dont know if riot has data about it (failed dives) but they shouldn't make dive something trivial any champion or any situation can happen.

I know we don't have numbers but to me any nerf to damage tower is a bad decision (right now).

What do you guys think?

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over 2 years ago - /u/phroxz0n - Direct link

We're not pulling tower damage all the way back. If current is ~20% buffed, the target is ~5-10% buffed relative to previously. However, we think tower damage being too high has some undesirable outcomes.

  1. Dives being weaker than intended has some negative effects on punishability of champions and it removes a satisfying feedback loop when playing the lane well. We don't think you should always be able to convert a lane victory into a kill, but if previously, you could dive and escape ~40% of the time after putting the enemy in kill threat range, it's probably closer to ~15% of the time now. This makes the game have less rich decisions overall and less forward momentum (especially in high level play) because the optimal play more often than not is to let them recall, rather than take a calculated risk. This makes the game less fun in the long run.
  2. As a person on the receiving end of dives, I can see the perspective that it feels good to be more resilient to them, however the current damage amount is frequently shocking, expectation breaking and dissuades action.

The bolded part is the most important. The optimal version of League of Legends is not one where it is not possible to kill champions, even though it feels bad to die. On Patch 12.10, champions are significantly more difficult to kill in the early game, which is desirable and we plan to keep it that way. When coupled with the turret damage changes, I think it's gone too far. When the incentives to pursue aggressive action are too low, it makes the game too low interest and less fun, even though I agree that it isn't fun to die (eg. 0-0 kill meta).

over 2 years ago - /u/PhreakRiot - Direct link

Originally posted by MontyAtWork

This makes the game have less rich decisions overall and less forward momentum (especially in high level play

We never even got to see a single week of Pro Play on this patch tho?

I mean pro play is ALWAYS slower and safer than solo queue.

Towers being incredibly lethal will obviously dissuade dives. You don't need to watch teams slowly adapt to the game to know that.