Turrets are far too weak in the current state of this game.
###Make Turrets Great Again!
Turrets are very weak from what they used to be:
##They are prone to AP damage per basic attack
- This isn't really an issue, since mages really needed a way to damage towers effectively.
##The first turret to fall grants the destroying team a total of 300 bonus gold
- Bonus gold for the destroying team means greater chances of snowballing to fell more turrets and make it harder for the enemy team.
##Siege and super minions take only 70% damage from turrets
- Minions are incredibly strong forces on their own. Two waves of unattended super minions is all it takes to destroy both Nexus Turrets. One siege minion is all it takes for a turret to fall to an army of caster minions.
##Lightning Rod no longer mini-exhausts the targeted champion
- Backdoors and tower dives are easier to pull off because of this, in both cases of whether the tanking champion is a tank or a marksman. It made it less punishing for a dive to occur when the wrong champion takes turret aggro.
##Inner turrets no longer shield allied champions
- Not a large issue, but it was a cool implementation.
##Lasers from Inhibitor and Nexus turrets were removed
- Super minions are already incredibly strong if left unattended, and the removal of this feature let them have more effective health against tower shots.
##Rift Herald deals 25% of her total health plus 150 physical damage
- Rift Herald literally takes half your turret's health in one charge if she's at full.
##Some item-champion combinations are directed towards destroying turrets
- Check out that Sona with Ardent Censer. That's a 4-man buff of attack speed right there. How do people damage turrets? By basic attacking. How do turrets fall more quickly? By having the rate at which attacks hit them increase.
##Turrets gain negligible amounts of bonus resists over large amounts of time
- If turrets gain 2 resist per minute of game, with Outers starting at game-start, Inners at 15 mins, and Inhibitors and Nexuses at 30, then how much resist will each tower really be getting? Outer turrets generally start to fall past 10-15 minutes. Alright, that's 30 bonus points of resist those towers got. How about Inner Turrets? Their sieges start once the tower preceding them falls and the minion wave begins chipping at them. And how many bonus points of resists do they have at that point? Close to zero. And Inhibitor Turrets? Once their inner turrets fall at generally 30 minutes, that's also close to zero. (Just relative numbers)
Turrets should get stronger as they get closer to the base, not weaker. Yes, they do get increased damage, and yes, they are closer together for the enemy to defend, but think about it in the whole overlay of things: Do turrets really have as much as an impact as you would like them to?
With the current state of turrets, they fall very easily to self-pushing minion waves and heavy sieges. They are just far too squishy and far too weak to be able to do anything for their team as such an important structure in the game.
Let me propose a few things that can help better the status of turrets.
-
Turrets should deal true damage. Yes, TRUE DAMAGE. Take a look at this little gem from some time ago. That turret just got backdoored by a Poppy & Kha'Zix while Poppy walked away with still a large chunk of health at 3 armor items. With turrets currently dealing physical damage, it really sucks having their shots tickle enemy marksmen and mages. All champions naturally have a prominent armor scaling. Turrets don't get enough damage to compensate for this scaling, and should therefore be given true damage.
-
Turrets should have an attack speed of 1.0. They attack way too slow at the current rate of 5 attacks per 6 seconds. This just lets champions tank turret shots for longer than they should. Turrets already get chipped enough by a single minion wave being large enough for the tower to go down in one siege. That shouldn't happen during mid-game unless the whole team is taking the turret.
-
Turrets should start scaling from the start of the game, but have Inners, Inhibitors, and Nexuses scale for less. Seriously, Nexus Turrets are weak enough to the point where Lethality MF can 4 shot them by switching between them. Doesn't that seem broken to you? As said before, turrets should get stronger as they near the base, not weaker. Turrets are primary objectives and should behave like so; even secondary objectives like Baron and Drake are harder to kill than turrets.
-
All turrets should streamline in how they function. I'm referring to Fortification. I understand that the purpose of removing Fortification from Bottom Lane was to prevent ADC & Support from going Top, but wasn't the purpose of removing lasers from Inhib & Nexus Turrets to streamline how turrets work across the map? Several aspects of the game were changed to induce balance and consistency, but this isn't living up to its expectation. League is a game of real-time strategy. Let it be that way.
What I'm trying to say is that although I understand that turrets unattended to can and should be felled rather quickly, I just need to point out the fact that turrets do very little in the overall aspect of a MOBA to give the allied team a sense of map presence. They just feel very weak when compared to the standards expected as all-powerful guardians because so many features of the game are focused at killing turrets. It sucks that an entire lane can be wiped out from an ace at 30 minutes in the game.
EDIT: Typo
Thanks for reading, and have fun on the Rift!