Can we revert turrets to where penetration doesn't apply to them?
In patch 6.9, turret defenses were modified so that they now have Armor and MR values, but in exchange are now subject to penetration.
BASE HEALTH: 4000 ⇒ 3300 BASE ARMOR: 0 ⇒ 40 BASE MAGIC RESISTANCE: 0 ⇒ 40 NEW - TURRET PENETRATION: Turrets are now subject to armor and magic penetration effects.
This is probably a contributing factor to the current spreading popularity of the flat Armor Pen items, and turrets are already weak enough as it is.
Also, the turrets after the outer ones gain bonus Armor/MR after a certain duration passes, rather than starting when the turret before them falls. If you push a turret down quick enough (the inner turrets start gaining bonus defenses at 16 minutes, and the inhibitor turrets at 31 minutes), you can start hitting the next one before it begins to fortify itself. If you have Ghostblade when you do this, you're literally ignoring HALF the turret's armor. (Even aside from that, they only gain 2 bonus Armor/MR per minute, up to a cap of 30.)
Do the flat ArPen items really need THIS advantage on top of everything else they can do?
W Flail of the Northern Winds was applying all the damage over time damage due to this interaction with Armor and Magic Pen
now truly the turret destroyer item