Comeback Mechanics and Creating Windows of Opportunity
My friend and I were discussing the current state of "stomps" and "comebacks." To him, it felt like games were very stompy, that they ended very quickly and there was no hope for the losing team to come back. I pointed out that this season has given us more comeback mechanics than ever before, from minions getting stronger so that you can't be starved out of XP and gold, and the new bounty system that gives an insane amount of gold for successfully taking out those super fed champions. I brought up the official explanation for the changes, where Riot wants to see the leading team push their advantage and end the game while they still have the lead, for if they let you farm, you'll end up catching up very quickly.
He pointed out that there really wasn't a choice. If you had a lead, there was no incentive in waiting. The comeback mechanic was there, but it was more of a punishment for leading teams that dawdled rather than a meaningful choice.
So after some deliberation, we came up with an idea that we wanted to share:
For the first 25 minutes of the game, there is a buff in the area of your base. This buff makes towers more threatening against divers and more resistant to sieges, requiring that the enemy team fully commit to taking out an inhib or nexus tower. The point of this buff is to create windows of opportunity for a comeback. If you want to win the game early, you need to fully dedicate to taking out the tower, which can end disastrously if the enemy team capitalises on this opportunity. If you have a sufficient lead that allows you to win the teamfight at the enemy's base before 25 minutes and take the towers, then congratulations, you deserve the win.
The buff does have a trick: if Baron Nashor dies before the 25 minute mark, the buff ends prematurely. If the winning team has Baron, they have earnt the right to make a final push and win. If the losing team stole or sneaked Baron, they just got an advantage that they are now forced to capitalise in order to make their comeback.
Of course, this is just a bare-bones concept. How would you make the towers more threatening to dives and more resistant to sieges? That's the sort of thing that requires delicate fine-tuning to strike the sweet spot where it creates enough risk that the losing team can win a teamfight, but not oppressive enough that the winning team will just choose to ignore it and wait it out.
Let us know if you have other ideas for comeback mechanics, meaningful choices and how to create windows of opportunity for a losing team to come back. I'm sure a lot of interesting ideas can come from this discussion!