Turret Change Discussions and Healing in General
As you'll notice in the higher elos (or possibly all elos... not sure), a lot of high-mobility champions are banned like: Nidalee, Ahri, Kalista, Reksai, Jarvan, Vi, Tristana, and Azir* (not really high mobility but has decent kiting + poke power). Instead of being ignorant and concluding "oh they're just OP", I decided to speculate on why these are some common bans. I feel like not only is the main reason that Mobility, Damage and CC all in one kit is superior in Solo Queue, but also that champions with very high mobility can run to their "safe-haven", the Middle Shield Turret in short amount of time in very clutch situations. I feel it's a bit too abusable, especially against Global Ultimate champions. The main concept behind Global Ultimates such as Requiem, Whirling Death, Final Spark, Ace in the Hole, True Shot Barrage, Super Mega Death Rocket!, and Rite of the Arcane (not fully global but also impacted), are supposed to be the fear-causing "Punishers", "Wombo Combo Finishers", and the legit definition of an "Ultimate", because it is to me and others, ultimately the end of your enemies days. The purpose of them was to punish bad players who initially got caught out of position or chose to engage in bad trades. I feel like after adding in the Shield Turrets, bad players can just pick very safe/high mobility champions to flash-dash-jump (or whatever necessary) to the nearest shield tower and safely b. I feel like these Shield Turrets make a huge mockery out of these badass Global Ultimates that are supposed to instill fear in enemies. As a Karthus main, I enjoyed new players trying to flash out of a Requiem, only to find out that it doesn't cure a poor trade or engage against him. I'd never think I'd see the day where you can now actually legit Flash to escape a Requiem (Just run/jump/dash/flash to the nearest Heal-bot or Shield Turret). Now normally I'm fine with small things like this, but in higher elos every kill counts, and every small amount of gold income counts. I understand the purpose of these Shield Turrets were to prevent Poke Teams from sieging in too quickly and giving bad players a chance to turn a fight around, but I feel like the turrets are being used and abused against Global Ultimate champions. It's unecessary shielding, and it makes Global Ultimate champions lose out on as little as 1 kill up to as many as 5 kills+ per game in higher elos (which can definitely make or break in clutch situations where both teams have equally skilled matchups but one person has a core item over the other).
*Side note: Giving Soraka a 2 second Heal was very impacting towards Global Ultimates and most Champions. Typically our "breathing room to ultimate or engage" is determined by what intelligence we have on enemies spell cooldowns; If Heal, Barrier, Spellshields, Banshees, GA, etc are on Cooldown, it's safe to punish the enemies and finish off what we started. A champion that heals in 2 second Intervals pre-fight, during fight, or even after fights (for Karthus), Riven who Shields 3.6 second intervals with 40% cooldown reduction, the gap for securing "good" Global Ultimates becomes almost impossible to execute. 2-3 second intervals of shield/heal gives us no breathing room to fight, and gives the enemies all the more "Undo-Mistakes" spells to cast (it hurts players who capitalize on enemies to make mistakes, because if your shield/heal is 2-3 seconds you're allowed more room to make endless mistakes and get away with it). Playing against LCS players and non-LCS but skillful players have taught me that it's incredibly difficult to find a mistake to capitalize on when they play flawlessly. When they do finally screw up though (once or twice at the most in solo ranked high elo), I expect a chance to fight back, rather than them being granted infinite healing powers.
Conclusion: Shield Towers and 2-3 (s) Heal/Shield Spells are hurting the game because high mobility champs abuse the towers by running to them early game, and the extremely low cooldown undo-poorchoices-spells give the capitalizers hardly any breathing room to punish.
Possible Solution:
-Bring back the old tower that didn't randomly grant shields (handicapped basically)
-Increase the cooldowns for champions that have 2-3 Second Burst Healing/Burst Shielding capacities
-Make Global Ultimates bypass the Shield Turret power, much similar to how minions can still damage both you and the turret even when it has shield.
and the shield is actually nice counterplay mechanic against my insane poke and ult. It gives options for play to take down the shield and risk being caught or try to poke them through the shield.
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