How to reduce snowballing but still keep games a bit shorter
Increase passive gold generation speed. Add a small passive exp generation. Nerf kill gold.
It also evens out the income of all roles, makes full builds/lvl18 come sooner thus speeding games along, makes it less burdening and painful to be in a melee vs ranged bad matchup.
vs 
In return items could be tuned and hyper scaling champions could see slight adjustments to prevent it from being a direct buff to them like first tower blood and the new jungle were.
etc
By giving more gold for free but less for getting kills, people may also finally understand that killing somebody is suppose to give you wave control, minion denial, and the ability to take towers and objectives or roam.
main: "Kills are no ment make me lcs feed?"
Players who were disconnected by internet or client issues won't be as far behind.
: "Guys I swear my house was on fire!"
Supports won't have as much to complain about as far as gold as the gap will shrink. Plus support and bot carry will have a more comparable level to others. With only a slight lowered amount from sharing.
: "Bwooong"
It will make matches end easier without as large of gold gaps between the two teams. Meaning an early snowball in one specific coughbotcough lane doesn't end the game at 5 minutes. But higher gold/lvl means champions from both sides can make stronger pushes earlier. Players will also be more comfortable taking risks, as dying won't be as harsh, more risks equals more lcsbigmechanixplays. Meaning matches will be shorter.
I realize this will take some power from lane bullies
But that power can be added back in elsewhere.
No exact numbers are mentioned here. Just an idea.
Thoughts?
), with that we still be able to deny gold and exp from our enemies, at the same time also letting the player have more control on bad matchups by not letting himself get killed and remain near the minion wave.