Tower Damage
I don't know if anyone else feels this way, but past a certain point in the game, it feels like towers deal negative damage to tanks, and as an ADC main this can make the game feel slanted. It's fine if tanks can shrug off my autos, even when I'm leading in gold on ezreal. But it's not fine if the can waltz through two towers, catch the most slippery ADC in the game, and then bludgeon them to death. (I'm looking at you, nasus) I don't think buffing the base damage would be good. It would negatively impact squishies, who are already scared to stand under turret. Instead, I think it would be a good idea to do three things to prevent level 6 all ins under tower.
- Make the turrets do true damage (If they don't already) This should be kinda obvious. It means you can't just build armor if you want to sit under turret.
- Increase the ramping damage. In case you didn't know, each consecutive tower shot deals a bit more damage. I think it would be great if they did a lot more each time. You should have to coordinate flawlessly with your team mates to dive, making sure no one is left tanking it.
- Tier two, inhib, and especially nexus turrets all need to do more and more damage. You should not be able to tank inhib turret without a minion wave, much less nexus turrets. The basic idea behind these suggestions are to make turrets feel strong. Ohmwrecker should actually be useful. Turrets should be as scary to tanks as they are to carries. And tanks should not be able to (easily, I might add) 1v1 carries under turret. Fine if they do it in the field, but turrets should be macho af. I realize this would push the game time, so maybe the extra damage could work like the 7 minute buff, only for much longer? This would allow late game sieges but earlier you'd have to be worried. I don't know, what do you think? I just find it very... unfun to get 1v1ed by a tank. Under turrets. (Turrets being plural)