Suggestion to review mid-late game death timers. Particularly for the value of fun.
Yes, I understand, professional players want to win as fast as possible, but I feel pursuing that as a game goal destroys the experience for casual players.
Because, casually, I have no idea who the people I'm playing with are, and when one of them makes a mistake 35 minutes in, and that effectively locks the game into a loss for one side--regardless of the number of towers still standing--that's just not a lot of fun. It's not a lot of fun to lose that way, and I frankly don't find it a lot of fun to win that way, either. I like fighting the enemy: that's fun.
I'm not saying the point where a death means a effective loss shouldn't exist. I'm saying it should happen later on: the death timers don't need to cap so early; nearly every game is still going on at that point. League is all about trading things. Someone dies early on, you can take half their tower. Killing someone means you can take dragon. Suddenly killing someone means you win the game if you push--regardless of how many structures the defending team has--and the problem is that this is a very vague point in time. A few minutes earlier, such a mistake would only lose an inhibitor, or maybe just a tower, and not even any nexus turrets. So the mentality becomes thinking of a lost battle as being worth one or two structures. Suddenly, it costs the entire game, and there's just no clear indicator within the game of when that line has been reached.
Throughout the game, there are clear indicators. You'd better watch out how you're trading with a level 5 Caitlyn, because when she hits level 6, she can snipe you. Better try to save teleport, so you can join the dragon battle from top if needed. These are clear things that happen in the game to alter how teams should play.
The point when someone dying stupidly means the game ends, does not have a clear signal when that point is reached. Strategies that are reasonable throughout the game, fall apart when you'll never revive. The game doesn't provide an indicator of when this shift occurs, and even if I may understand it happens, my team of random people probably doesn't. So the two teams fight it out until one side suddenly dies, often anti-climatically.
It's not that it's strategically flawed that death is handled so hard core in the late game, the problem here is that the game isn't a lot of fun like this. Yes, professional players like it when they can win quickly. But it's not a lot of fun for casual players, when some random doofus gets caught out, and then there's literally--literally--nothing that can be done to keep from having a loss, regardless of the state of the rest of the battlefield. That's just not at lot of fun.
It's just not a lot of fun.