[{quoted}](name=Kyoki Shinkuro,realm=EUW,application-id=3ErqAdtq,discussion-id=ekMzhkqV,comment-id=,timestamp=2016-11-14T00:50:45.936+0000)
But as long as they are in the game I'd like my defensive structures to actually help my defenses.
That's the main problem with towers. Outer turrets are meant to be safe havens in the early game, but beyond that towers are meant to be objectives that the team is meant to defend, and not the reverse. Basically, the fundamental design problem is that inner/inhibitor/nexus turrets are meant to mostly just stop enemy minions' progress towards the nexus, halt deathball comps, and not do much else, but they look just like the turrets that are meant to protect you, even if they're too weak to truly achieve that in reality.
Riot's Preseason 5 changes to turrets failed because their effects encouraged turtling whenever they were useful, but the intent to differentiate different turret stages was a good one. I feel towers beyond the outer turrets will eventually need to drastically change so that they can feel good in spite of not offering great protection, and may not even be turrets anymore (imagine Kingdom Rush-style guard towers that spawned little anti-minions to fend off incoming creeps). This could benefit the game on a much larger scale, too, since the ranged attacks of turrets currently mean it's kind of awkward for anyone but the marksman to get in range and attack them consistently.