Just a word on turret health
(Reposting a slightly edited version in hopes that the downvote bot doesn't hit the thread again)
To preface, the outer turrets have 5,000 HP and 40 to 160 Armor, based on the number of missing turret plates and gain an additional boost to armor whenever a plate is destroyed. Factoring in for the turret armor's additional armor, that equates to 13,000 Total Effective Health, not including magic resist because I just did the math to find out how much extra TEH each plating grants individually and don't wanna do more.
And yet, for some reason it's at the point in the game when champions do the least amount of damage that turrets have more defense than any two of the other turret types added together.
Outer Turrets: 13,000 TEH Inner Turrets: 5580 - 6120 TEH over time time (3600 HP, and reaching 70 armor at 30 minutes) Inhibitor Turrets: 5,610 TEH (3300 HP, 70 armor flat) Nexus Turrets: 4,590 (2700 HP, 70 armor flat) That's right, Nexus turrets-- the last defense before the Nexus, the ones that have to face Super Minions and level 16+ enemies with 4+ items-- have less TOTAL EFFECT HEALTH than outer turrets have base health.
That is ridiculous. That is why turrets feel like they're made of paper. Because they fucking ARE.
So the remaining structures decrease in defense as the enemies gain damage, penetration, and attack speed.
The argument in favor of this is that it helps teams who have a lead maintain it and more easily turn it into a win. But I'd argue that that doesn't make for a fun game. It makes for exactly what we see complaints about on the boards every single day: snowballs that become avalanches.
It seems clear to me that Inner, Inhibitor, and Nexus turrets are in dire need of a defensive buff. Bringing them all up to 5,
This would maintain the advantage for teams that change their tactic to properly focusing down one turret, while more heavily punishing teams that meander around and/or even prolong a game just to boost their KDA's. Because their advantage won't mean as much against structures, giving the opponents more time to catch up if they don't push their advantage. A team who wins just one teamfight shouldn't then be allowed to get two turrets and dragon/baron because the turret was too easy to destroy.
It really makes no sense that the structures you're meant to be defending actually lose defense the closer they are to the Nexus, at the same time that enemies are gaining the stats to destroy them.
I also think this would also make LCS far more enjoyable to watch. It's way more exciting when the whole match is a contest, rather than knowing that because both teams are so good, whichever has the advantage in the first ten minutes is going to win 90% of the time.