We need more turret diversity!
I think we all can agree on the fact that right now turrets are extremly weak. Of course, one way would be to simply buff up the damage/attack speed, but why do that when we could do something WAY more awesome with the turrets and add to the strategical depth of the game?
Right now we have two turret types: Shot & laser (base/inhibs/fountain). I think we can completly ignore the shields on the outer lane turrets for this as they barely matter in most scenarios and don't really prtect the tower either.
Now, we have three possible approaches:
1.) Make EVERY turret do something else. Would be absolute overkill and seem somewhat random. Not recommended
2.) Make turrets different depending on lane. Can be done, but then we would see some serious meta shifts around that, forcing certain champ into certain lanes because they can handle the specific tower better.
3.) Make turrets different by row, making them stronger and stronger the closer you get to the base. The best idea in this scenario.
So, how could we buff turrets up? First of all, general change: turrets add now as Braum-Wall against piercing projectiles (excluding Nami ult please <_<). They take damage from that, but you can now use the tower to hide behind it if you fall back in lane so hard that it becomes necessary. Apart from that the outer turrets can stay as they are now, as they are supposed to be the weakest (maybe tune up the damage/armor pen a little).
Tier 2 towers now posess a secondary attack that only triggers when enemy champions are present. Those attacks can be dodged, as there will be an indicator (similiar to heimer turrets, but it's not a laser but some kind of attilery move).
Tier 3 towers keep their laser, but it now deals AoE damage around the target they are locked on (after a second of lock). The AoE, slow and damage all ramp up over time. Also, destroying those turrets causes a explosion that damages nearby enemies. (after a delay and a countdown visible for everyone).
And now, base turrets: the ones that determine if you win or lose in most cases. Those should be thje thoughest ones to crack as they are the last row of defense. First of all, give them some kind of Shared-HP function, so you have to take down both or none. Also increase the HP Regeneration if they are not damaged within a certain time. Plus they get the explosion from the Inhib turrets.
Not sure what special attack they should get. Maybe some kind of two-turret-combo-thing? Not sure yet.
So let's go and makes turrets interesting! You have even more fucked up ideas than I do about all this? Then write it down in this thread :D