New Towers
I still think towers are a joke...Past 5 minutes, they are literally nothing more than global gold. I just watched a 200 armor Maokai tank both nexus turrets for over 20 seconds before he dropped to 1/4 health and walked out.
I think it's time that you guys finally just nut up and make towers do actual damage. I'm talking true damage, %health damage for the nexus and inhibitor towers. Not to mention the fact that a mediocrely farmed ADC can kill a tower in about 6 shots. I was excited when the changes came out for the new towers. I think that towers are essential to strategy in league, determining whether or not you can successfully seige a tower, knowing when to trade a tower for an objective or catching your opponents out of position, and taking advantage of the global pressure you get from taking a tower. But at this point, they are more of an annoyance and a way of getting gold, rather than something to be looked at in a serious manner.
Early game, towers are great, no one wants to dive, it's risky, but if you successfully pull it off, it is awesome. Past 5 minutes, they don't really do much. The range of a tower is that awkward length where an opponent can easily zone you off the cs without taking tower shots (melees more-so).
All in all, I am extremely disappointed in the strength of the towers. Baron is now a threat, and takes serious consideration on when you can take it, which turns the game into more strategy rather than brute force. Heaven forbid we have a repeat of season 3 where the goal of the game was get as far ahead early as possible and then brute force your way through everything and laugh at your opponents as they struggle to even make a dent on the game. This season is looking kinda the same way on the extremes. If an enemy team gets far enough ahead, it turns into a MASSIVE landslide. Like, oil up and bend over type landslide. But if it's a close game, it turns into a strategy game, and that's when split second decisions that help win the game come into play, the kind of decisions and plays that end up getting over 5 million views in one day and people then name a play after that person (like an insec, or a doublelift).
An easy way to deter an enemy team from landsliding the game is to make outer towers less gold, or make them scale in gold as time progresses, which will (hopefully) nullify lane swapping and fast push cheese strategies. As well, if you make towers stronger, it reduces the ease of brute forcing a victory. It will actually take some mental capacity to win a game when ahead.
Basically, when I watch or play a game of league, I want suspense. It seems rare to get games where you don't know who is going to win by 7~ minutes (higher levels of course).
On a side note, Junglers and supports and AD items have all had massive changes at some point (Spirit items, feral flare, new jungle items this season, support re-vamp, BOTRK and hydra, even tank items have received massive changes) yet mages are still relying on the same old hat and staff to get them through a game. How's about we get some AP diversity???
EDIT: The overall census is that the first ring of towers is near perfect. I lost 1/4 of my health trying to poke my enemy laner under tower, and he swung that advantage to get ahead in lane...that is balance...a misplay results in your opponent being able to swing the tides. Next game, i roamed out of mid lane, and their zed, in one minion wave took the secondary turret and half the inhib turret. All he had was brutalizer. This is twelve minutes into the game, and one person alone can take over a tower and a half within about 40 seconds with just one minion wave and one item. This is absurd! Please please please buff the towers