Suggestions for buffing towers.
At this point, I just want an honest opinion from the community. Me, personally, I think it's both. While turrets pose some threat if you stand under it, provided you're full health, they quickly fall off. And I do mean QUICKLY. By level 6, it's nothing short of a simple matter to just have the jungler and laner(s) directly dive to pick up a kill or two. At level 11, this turns from simple to trivial. An unsuccessful turret dive is a rarity nowadays. If you have any armor, they just don't seem to do anything.
This would be fine, except they can be taken down with a single minion wave very early on. Later, 3-4 minions can be used to push down multiple towers. They provide little damage on top of little defenses. I'm aware, "Early, your tower protects you. Later, you protect your towers" which is a great way to prevent complete and total stalls. I understand this, but the time it takes for them to actually stop protecting you is far too low. Maybe I'm wrong. Maybe people want 28 minutes to be the average match length ( https://www.leagueofgraphs.com/rankings/game-durations ) but I have a feeling that's not the majority.
Tanks are often used in tower dives as they typically stack a lot of armor. This is good design, in my opinion. a tank should be able to absorb damage from towers so the back line can engage on that. This is good team play, to me. What is not good team play is having some random squishy tower diving you while you're at full hp and them getting away because towers do nothing to help. Some may tell you towers should do mixed damage, others say they should do true damage, others say they need more armor penetration.
The question is. What do we do to fix it? I could ramble forever on how towers are useless, but that doesn't help anyone. So I propose this:
My suggestions. Give towers percent BASE armor penetration. Sort of like a reverse last whisper. It only ignores all/some of the armor naturally in your champions base stats. Bonus armor is completely unaffected. Tanks build armor, they tank towers better than anyone else by a mile. I don't know if this number would be 50%, 80%, 100%, all I know is it would help tanks keep their identity while punishing tower diving squishies.
As for defense, maybe triple their health? They go down in 2 seconds mid-late game. I think 6 seconds is a fair enough time to keep them up.
TLDR: Give towers percent BASE armor penetration and drastically increase their health. They are about as useful as a level 11 itemless ADC who left auto attack on.