Weak Turrets - and how to fix them.
Everyone knows how pathetic turret damage is these days. Riot tried to address this in season 5 by adding shields to tier 2 Inners. When that didn't work they came up with the idea to have them ramp up damage as long as they were hitting the same target for season 6 spring. Now for summer they want to just amplify that damage even more.
The thing is, that's not going to solve the underlying problem. When an enemy Maokai can tank the inhib turret 30 minutes into the game for the better part of 15 seconds while your team gets run over, aced, and your nexus falls, that becomes the issue.
Rather then just whine about the issue though, I offer a couple solutions that promote better macro game play forcing teams at all levels to decide more than just their level and health when it comes to diving a turret, and gives turrets a fighting chance to be helpful rather then just being a stationary cannon minion.
First give all 3 outer, inner, and inhibitor turrets summoner spell effects.
Bottom - applies exhaust to the enemy champion with turret aggro.
Mid - applies clarity once every 15 seconds to an ally within turret radius. Can only be applied to one ally at a time, and can only be cast once every 15 seconds.
Top - applies ignite (depending on average team level) to all enemy champions within turret radius as long as an enemy champion holds turret aggro.
Each turret in each tier (save for nexus turrets) will have all summoner spell effects as long as the turret that provides that summoner spell effect remains active (or alive depending on how they would want to balance it, inactive = bard ult, ohmwrecker) in that tier. If the enemy team kills top outer turret, they can dive bot outer while only having to worry about the exhaust and clarity spell effects. They dive mid while top and bot are down, they only need to work around clarity. Depending on how they balance it, a 3 man dive top can be supported by a bard stuck in the bot lane by using his ult on the bot turret.
This gives teams a fighting chance when dealing with odd man dives - however it will not stop a team with good coordination from being able to dive the turrets, nor should it effect a team that is ahead from diving 5v2.
Another suggestion:
Rather then just ramping up the damage at a flat rate, give the turrets a 50% damage boost against champions for each additional turret (turrets not in combat with the champion) left alive in that tier. To counter this amplification, remove 50% of that damage for each turret disabled or currently in combat with an enemy minion.
For instance - If all 3 tier 1 turrets are up, and top and bot lanes are frozen in the middle of the lane and red team decides to dive mid, they would be facing turret shots at 200% strength (and this damage would still ramp up over time). If bot and top are pushed and the minions are crashing into the turrets - then mid will only be doing 100% of its damage until those minions are cleared.
This puts a time limit on early game dives that is substantially lower then it is now, and puts the focus back on objectives rather then turret diving just because you can. This also gives the other lanes a way to help out if they cannot immediately respond to the dive by clearing the waves crashing into their turrets.
Either option is much more "engaging" then just amplifying turret damage. They force teams to play a game outside of their lanes, and pay attention to what is going on overall rather then just thinking "I can dive this full health Maokai, get the kill and live, I think I will!" or thinking "oh great - <X> lane is feeding again...."
Just the thoughts of a Bronze 5 player - take em or leave em.