@Riot Turrets dont need a flat buff, but something DOES need to change. Heres some recommendations.
The problem with turrets isnt their shit damage, (well late game.) They still do a fair amount of damage early. (although i do think they could use MAYBE 10% more base damage. Because Rito a level 1 dive on a charged turret probably SHOULD deal half an ADCs health)
However that isnt where towers need buffs. Why? Because to my knowledge with the exception of removal of special towers (Laser, Shield T2s) and FTB. TOWERS HAVE NEVER BEEN NERFED. At least since IVE been playing which was S4. They have only been buffed.
Now how would i recommend fixing them?
I dont really know. Faster firing speed would probably screw with early farming under turret since that has been made to near perfection. What ive come to is this: Turret need to deal more damage to tanks, especially coming into the base. And early turrets need to be harder to take.
So how do we do this? Well i think all turrets need a 10% base damage boost. This will make it so that improper dives where a squishy takes a wrong tower shot past level 4 actually punishing. At level 1 a fully charged shot on a squishy does about 40% of their health. Which is A LOT of damage. HOWEVER this is at level 1, and with current base stats by level 4-6 even the squishiest of champions will take about a 1/5th of their health fully charged. Which is pitiful.
Another thing. Turrets should ALWAYS be a deterent. ALWAYS. Yes late-game they should need to be protected, but a team fighting under turret should have that advantage. Currently if a Maokai or Naut or Grag starts the dive past, say, level 12. AND you have an enchanter on your team they wont even take damage. But how do we fix this?
Now i said i wasnt gonna suggest a flat damage buff, especially early. Buy late they do need to be a deterrant so...
I think turrets past T1 should deal either Missing or Current health damage 5-10% the farther in you go or something. And either ignore shields. Or apply GW for 1 turret shot rotation. For instance it lasts about 0.1 seconds longer than its attackspeed. So that its harder to just face tank all turrets.
Another thing, Turrets should not be able to be taken by 1 double kill bot. How do we fix this? A couple ways. Either A: Shorter respawn timers pre-7. Currently if you die before minions spawn, youll respawn in around 1 second. But almost directly after it jumps to like 5. Respawn times can be shorter so that you can get back to lane after 1 double kill to a level 4 gank and your turret is almost gone. B: 200-300 more health on all turrets. Pretty self explanatory C: More Armor scaling up the more back the turret goes. Also self explanatory. D: Give a mini point-runner to all turrets before the currently alive one. So for instance Gives nearby champions 10% movespeed on all turrets leading up to T2 if T1 is alive. BUT the second T1 is destroyed this is removed on T2 but still applies on Inhib and Nexus Turrets. Then buff Pointrunner or something. Why? Again so that you can get back faster to lane.
Something NEEDS to happen to get back to lane sooner. This is one of the biggest issues with current turrets. They get destroyed without being able to do ANYTHING to stop it.
These are some ways that Riot should consider to fix current turrets. Because RIOT things NEED to change. The current system for turrets is bad. I know Riot likes their short games and all. But stopping an instant-turret takedown especially with FTB existing ISNT a bad thing. And also doesnt stop your coordinated LCS TEAMS from still taking them down fast. If they get back to lane earlier, just gank again.
This wouldnt increase the average gametime by that much. But would overall make turrets at least SEEM to exist again. Because a Naut being able to almost perma-tank a turret isnt okay at any point in the game.