Suggestion for Turrets
Okay, so by now I'm sure we all know that past the 15 min mark or so, turrets are practically useless against anyone with even a little bit of armor and hp. What I want to suggest is -not- to remove the ability to tank turrets, rather, I want to smoothe out turret tanking and possibly extend the time one can safely tank the turrets a bit later into the game.
What I propose is to divide the turret damage into 3 types. 1/3rd deals phys dmg, 1/3 does mag dmg, and 1/3 does tru dmg.
What this does is if the enemy is a full ap team, it makes it hard to dive towers due to your team not needing armor. But a full ad team is gonna have no turret protection due to all the armor on the enemy team. This way not only will turrets always be a threat due to the true dmg aspect, no matter what champs need to build to play against the enemy it will aid them in tower dives as well.
Now, precise numbers can be adjusted as necessary, and as such the dmg doesn't need to be divided precisely into thirds.
As for how to represent the turret bullet dealing 3 dmg times, we could change the bullet projectile from a energy ball to 3 small energy balls spiraling around each other.