"Meddler (NA)
We do think some of the changes we've talked about here should have some impact on tower trading in pro play. Pro play does often favor taking the safe, equalizing play when available (you go for our outer tower, we go for yours). We have in the past seen Dragon be a major driver of early conflict when the reward's been sufficient though, with teams prioritizing taking it over towers. Smaller objectives also have some value there as a way to help create situations where 'just go for one of their towers' isn't so often the correct response.
Risk defending towers is the other lever we're looking at. As player skill's got better, both in pro and regular play, towers have become increasingly dangerous to defend, with good agro juggling especially allowing much earlier safe ish dives. That means that defending a tower while outnumbered's the wrong choice more often than it should be. Our first step there's going to be making tower damage ramp harder, particularly when they're swapping targets, making dives riskier and defense therefore a bit more appealing. We're also looking into whether minion damage against towers early on's potentially too high, resulting in pushes that grind through a tower too quickly early game (as with agro juggling players have also gotten a lot better at wave manipulation over time).
If putting sufficient power into other objectives, stronger tower ramp and potentially better defense against minion damage isn't sufficient to create a more dynamic early game we'll then look into other options. Not certain as to details yet, that'll depend on how those changes go. I'd expect additional work to make it more practical and rewarding to defend towers early to be where we start though."