Turrets
In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.
Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
Siege Minions
Siege Minions now take 70% damage from Turrets, increased from 50% damage
Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
Super Minions
Super Minions now take 70% damage from Turrets, increased from 50% damage
Teleport
We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.
Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
Smart casting with charge-up abilities should be more responsive now