Towers
1.) There should never ever be a point in the game where a tank can just 100-0 a tower, taking 8-12 shots the whole time, and not even care about it. Walk away with 90% health. This is just unacceptable. Why do we even have towers at this point
2.) If you take 2 tower shots, you should be limping away. If you take 3 tower shots, you should be damn near dead, if not actually dead.. I don't care what champ you're playing. I don't understand why its ok for an adc to take 3-4 tower shots in a dive and walk away with enough HP to continue pushing.
3.) I should never lose my tower from full health just because I recalled and my enemy didn't during laning phase. (post plates). If I recall with a full health tower, and the enemy (jinx in particular) doesn't recall, that tower is gone. Not only is that tower gone, but she'll likely get at least a rocket or two on the second turret. Once turret plates fall, towers are made of paper and this isn't ok. EVEN IF I WAS ABSOLUTELY SMASHING HER IN LANE, and her tower has like 10 health left on it -- it doesn't matter. One wrong recall, and my tower is 100-0. How is this fine?
4.) I should feel safe behind my tower unless the enemy commits a massive number of resources to kill me behind it. Tower damage should be amplified behind the turret. I shouldn't be getting dove behind my tower pre-10 minutes by some tank or some champ that can drop turret aggro. It feels real bad to get dove under a tower by a renekton or an Elise and watch them take 2-3 sometimes even 4 tower shots and still murder you just because they can instantly increase their health pool or drop turret aggro. This kind of ambush should take 2-3 champions, several summoners, and an ult or two. It shouldn't be as easy as "Ok renekton you take 2 tower shots and ult for the third shot, then jump out, and then Elise take 2-3 turret shots and repel. GG". And if they do happen to successfully pull this off with only two people and minimal resource commitment, they shouldn't have enough health to then continue pushing while I'm dead, or go get rift herald, or go clear wards, invade my jungle, or whatever because they barely got hurt.
Towers in their current state feel like more of a nuisance than an objective. They're more of an obstruction than a defense system. They're just kinda -there-
They don't feel like large, powerful obelisks of destruction that you shouldn't play near or underestimate. There's no feeling of "man I should really be careful around that tower." or "Man that tower is a really great objective that could give me distinct advantages if I destroy it."
Turret plating was a good start, but it seems like more of a bandaid fix than an actual solution. After plates go down, nothing's really changed. Towers are still a joke. And for something that's supposed to be such a major objective, it just doesn't make any sense.
When you've got a level 8 sivir scoring a double kill behind a turret in the face of a full minion wave and 2-3 turret shots, and she gets the successful double kill AND gets out with enough health to continue pushing and put some damage on the tier 2 turret -- there's a big problem. part of it is that there's just way too much damage in this game right now, probably first and foremost. The other problem is that turrets are just useless.