Don't Leave Your Tower!

Noobs, Please Read!

Never Leave Your Tower!

I know everyone knows that defending towers is a vital part of the game; I'm addressing the players who will vigorously defend a lane for 3 minutes, then turn and go shop/ heal, without letting the roamer on their team know that their tower is undefended.

This is such an important part of the game, especially early-game Cataract 3v3, and yet it is a mistake I see made all of the time. (Also, although I am sure it is common knowledge among experienced players, it is a topic I have not seen discussed on these strategy forums- unless I missed it somewhere.)

There are plenty of strategy guides that will point out how to use the towers for protection and to help you farm when you can't hold the flag against a mismatch. Good players (I am thinking of Teseer's TB here) use the towers like a car wash, buzzing through their range when covered in a filth of Spirits or Night Walkers or other experience-deprived annoyances.

BUT, you have to look out for your tower too! He is your friend. He spends the whole game watching your back. Don't walk away from him when he is staring at a minioned Erebus or Oak, a Queen, a Rook, (or any DG for that matter) with no place to go. When you come back, he won't be around to play anymore!

Don't walk away from your tower just because you have been beaten back, are at half life and OOM. Early game, even a wounded DG in the shadow of his own tower is a threat. Don't leave until you let someone know you have to, and they come and take your place. Don't announce "shop" when you are already halfway there and at the same moment I hear our gold-side tower come crumbling down.

If you have been beaten back, stand there, out of spit range, and if they come up to attack the tower, fake charge them. They may see that you are low on health, but they don't know if you still have one Fireball, or Penitence or whatever left. They also can't see much past you, so you may not be alone. Against most players, most of the time, this is enough to make them back off, and give your tower a chance to heal.

No item at the shop, no citadel upgrade, no full-mana bar is worth losing a tower over. Communicate! Say, "Hey I'm OOM and need to shop. Can you come guard my tower for me? I'd really like it to be here when I get back!"

 

6,892 views 12 replies
Reply #1 Top

There are several times I will abandon a tower.  

One - to get the other side down.  

Two - Anything beyond level 7 and that tower will drop regardless of whatever 1 person does to defend if the enemy wants it down.  Fireball, spit, minions, mines, 2 seconds from a Rook, etc.  

Three - To port away for a full team gank on an enemy demigod.  

Four - To maintain flag control if I know that I can destroy their tower or already have it down and know that my tower will drop soon anyway.  i.e. mana side for forces of light.  Not an important tower.  So I might continue rotating back and forth to xp flag, then come back to finish of their tower while they go get xp flag.  Their tower is a little bit more important as I can now run to the gold flag.  

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Reply #2 Top

Five - When using blood soaked wand to triple up on a lane and break on through to the other side like a pro :D

Reply #3 Top

All good reasons, RAWWWR and Split.

I was talking about the early game where a tower in your lane is the difference between owning that lane and not. After 7, and certainly 10, one tower makes little difference.

I agree, I will usually trade one of my towers for one of theirs, certainly if one is more valuable. I find it more useful to increase my range of play than to restrict theirs. Of course, against a better player, that often bites you in the ass.

Reply #4 Top

I love when people leave their tower! I love seeing it crumble.

...Or do you mean on my team? Yeah, don't do that. ;)

Reply #5 Top

I do wish Tower Health and Dmg got increased, even by a little, every War Rank. At the end, they don't matter a whole lot.

Reply #6 Top

I agree with the goal of trying to keep towers up for as long as possible.  However, as Rawrrr stated, there are several good reasons to abandon a tower.  Also, towers can provide a false sense of security.  Enemy demigods with minions or simply following a creep wave can approach you at your tower and attack both you and the tower without much concern, since the minions/creeps can soak up tower damage temporarily.  I've seen many a demigod killed at their own tower because they misjudged the tower's effectiveness against creep/minion waves or versus an uneven demigod matchup (that is, you and a tower vs. 2 demigods).  I would guess that the most common "double smite" deaths I've seen have involved 2 demigods defending a tower against 2 or 3 attackers, one defender gets killed, the other sticks around trying to defend (or be protected by) the tower, then the tower goes down and the demigod gets killed trying to flee.

Except for locking a portal in the late game (cats & giants), there is no good reason to risk death in this game--not for careless teammates, flags, towers, or what have you.  Once you're dead, they will take down the tower anyway and then go shopping with the gold that you just fed them.

Reply #7 Top

I do wish Tower Health and Dmg got increased, even by a little, every War Rank. At the end, they don't matter a whole lot.

Games would last too long.

Reply #8 Top

Doesnt have to do anything crazy. Just something to make sure they don't just drop in 5 seconds.

Reply #9 Top

Quoting Teseer, reply 8
Doesnt have to do anything crazy. Just something to make sure they don't just drop in 5 seconds.

Something like 200-300 hp and 10-20 damage per level is probably around what he is talking about. That's a little bit more than how much a demigod gets from leveling up, except demigods level up faster (and have more than 9 potential level ups) and can buy items, which is roughly what FS and splash correspond to.

Giving towers a max amount of 9 level ups is not going to have a significant impact on the game, either way.

Plus, it makes FS a little bit bet of a purchase since FS is a "scaling" upgrade, it would increase the 200 to 220, making towers even a "little" bit better.

Really, though, if you want to make towers scale better, increase the area that splash hits. Doubling it would make an enormous difference because it would prevent the "creepwave bum rush" that lets demigods run past towers with a creepwave to attack a weakened enemy.

Reply #10 Top

  not that important if your team is the one applying early pressure or its going to be a mid to long game.  let em wear themselves down on the tower. 

 

but yea if you are playing against a team that has a strong early game, not protecting the towers is just asinine

Reply #11 Top

Quoting Teseer, reply 5
I do wish Tower Health and Dmg got increased, even by a little, every War Rank. At the end, they don't matter a whole lot.


Besides being a teleport point.

Reply #12 Top

Quoting Splitshadow, reply 7


I do wish Tower Health and Dmg got increased, even by a little, every War Rank. At the end, they don't matter a whole lot.



Games would last too long.
Let's see, an hour wait in the lobby for a 40 minute to an hour game.... sounds fait to me.