Solve those late game pushes with towers affecting death timers.
So after watching the KT vs. MVP come back, where KT pushed through all the mid towers (but for the first), then the nexus towers, then the nexus, all against super minions and with only three for the majority of it, I've come up with a way to perhaps mitigate those late game pushes where one lost fight (seemingly no matter how far ahead you are) means a lost game. Because let's face it, there is no way that a team should expect to be able to push from their own base, which has supers streaming into it and no towers left to even delay them, and win the game by hitting four towers (which were at full health) and the inhib, and then the nexus.
Start making it so that when you're dead, when a tower on your side drops, your death timers decrease by 10 seconds (or some other number, but 1/4 to 1/5 of the total death time seems fair at first glance, so roughly 10 seconds for those late game pushes like KT did). This way the other team can still knock over a few towers, but they can't legitimately expect to win the game simply based on one team fight late in the game. Sure, you can start the comeback push, but you have to sustain outplaying the team that is ahead for a bit and win more than one team fight (if you're behind like KT was the entire game).