End Game Inhib Exchanges
End game comes around, and Inhibs are up for grabs. One team tends to steamroll and smashes what Inhibs they want. If you're the one being rolled, you must defend them with what resources you have. In other instances, both parties have exposed Inhibs, and plays are being centered around who can get a team in, take an Inhib, and avoid as many casualties doing so, while inflicting as many as they can. It's a dangerous exchange, and often times leaves piles of corpses on both side.
In the last example, minions tend to be piling up in pockets geared towards at least one Inhib on either side, and you need to either clear them before they arrive, or have assets set aside to deal with them upon their arrival.
Yes, that sometimes means your fancy carry (for sake of example) has to sacrifice going for another solo triple kill spree, because they have to allocate several seconds back at base to use their huge AD pool to kill the incursion. Not fun? Sure. You'd rather be out there killing. Whatever the scenario, someone has to do it.
In the event that both sides have exposed Inhibs, under no circumstance do you allocate 100% of your resources to taking an enemy Inhib, if doing so results in so much damage being done to your own Inhibs and turrets, that the exchange instead becomes a tribute to the enemy. Unless you're finishing the game in the next 20 seconds, there is no (or very few) circumstances where losing all of your Inhibs and turrets in exchange for the one (maybe two) Inhibs you took from the enemy was worth it. I've seen so many lost games where entire teams will ignore incoming winion waves, and go all in trying to take a single enemy Inhib, while back home every one of our Inhibs and turrets fall in exchange, even though we had players who could have stayed back on defense and sweeping duty.
Smashing the enemy base if fun, and necessary, but handing your own base over on a silver platter in the process means you're doing it wrong.