Just noticed this, but why is there a cap on turret's ramp up damage?
> Penetrating Bullets
> +30% armor penetration Unique Passive - Dodge Piercing: Turret attacks can not be dodged, except by spells where a champion becomes untargetable (e.g.: Zhonya's Hourglass, Fizz's Playful Trickster) Unique Passive - Warming Up: Turrets gain 40% damage each time they strike a champion (Max 120% bonus damage).
Yeah, back in the day the damage cap might have been warranted, but with all the shields, heals and sheer lack of damage turrets that the max damage a tower can do nowadays, it is all meaningless. Surely you want to uncap that damage to punish bad dives and give an outplay potential for defenders as well as limit 5-man-no-minion pushes (so they rely on turret aggro juggling and just not rely on one tank soaking all the damage).