Agreed, but to be honest, turrets nowadays are ONLY an objective that gives gold, map pressure, and obviously is required to win the game.
Personally, it took me time to realize that this is actually a good thing, that they have become so much more fragile through the last season.
Riot's goal (and they made it clear themselves) is to push people toward working hard on getting towers thanks to appropriate teamwork, which makes sense considering this is the actual way of winning a League of Legends game.
Now, what feels pretty bad about turrets is, that they are no longer the safe area they used to be.
With tanks and assassins at their strongest, and/or roaming champions, + likeliness of two
in one team, dives have become a very usual practice, and are definitely too easy to pull out imo.
Obviously I'm mentionning dives between the 5th and 15th minute, sure it makes sense that it gets easier as game goes on and ppl buy items / group together.
But so early in the game ... really, this feels pretty bad.
Problem is, scaling champions are at their lowest performance, atm they are simply not worth picking anymore.
Lethality doesn't help, and without surprise, we end up with 100% botlanes of this kind:
|

As an ADC main, and a huge fan of traditional marksmen such as
,
or
, I seriously wished that turrets were the safe place they used to be.
It has come to the point where I'm running 4.5% lifesteal runes, 18/0/12 masteries with Warlord's, Runic Armor etc, so that I get the chance to farm and scale, even when pressured hard by champions like those 6 listed above.
Still, it's been now over half and a year of 4-man dives bot, before minute ten, EVERY SINGLE GAME.
A fine alternative for me would be to give back OFFENSIVE POWER to turrets, so that even a group of 4 champions has to play CLOSE TO PERFECTLY, to pull out a successful dive.
On the flipside, laners should have a chance to fight back an ennemy dive ... This is not the case at all, even CCs, sustain AND summoners together often happen to be unsufficient to react. The only option left is to ward defensively the jungle to anticipate ganks very early, and then ... leave the tower for the ennemies.
And this seriously feels bad.
TL;DR:
- Fragile turrets is fine, it makes player focus harder on objectives
- Dives are too common, too easy to pull of early, and have no counterplay besides anticipating them far ahead, which still leads to leaving the tower free for the ennemies.
- In conclusion, maybe give some OFFENSIVE power back to turrets, especially in the early game, and/or any other buff that would make laners feel more safe under them. This is also what they are originally meant to be.