Surrender at 10 or less. Damage is too high. Runes Reforged.
Damage has done nothing but go up in the game since I started playing in Season 4. You have continually made changes that gave more unnecessary damage and increased the snowbally nature of early game. Your new thing apparently is forcing True Damage down our throats with the new broken ass Conquerer rune (and if those changes on Infinity Edge go through, MORE TRUE DAMAGE). Riot, I want you to release data on how often the team that is ahead at 10 minutes, ends up winning the game. I'm talking about the team that has more gold. Because by then, I can guaran-goddamn-tee there is at least one turret taken for the first blood turret gold and also first blood.
I honestly think a lot of this shit stems from the "Runes Reforged" but you'll never admit that because it was something fresh and exciting and you don't want to admit you made a large scale game design mistake. Almost every single one of the Keystones is obnoxious in it's own right. Press the Attack debuffs targets making them take more damage from all sources because "reasons". Fleet Footwork gives ranged squishy champions more sustain in the early game, reducing kill pressure in lane, and making champs like Graves have much healthier clears. Grasp is almost exclusively used by champions that abuse it with some niche skill like Gangplank Q, otherwise it's only used when a tank/bruiser has literally no CC to proc Aftershock. Kleptomancy is once again a niche Keystone that is more stupid RNJesus that can either make or break your laning phase and is only used on champions with a certain skill to abuse it from safety (Gangplank and Ezreal). Phase Rush is a poor mans Stormraiders Surge (which was actually a good/decently viable keystone). Aery was disgustingly broken from the beginning and now it used by poor DoT mages who just literally have no other option (RIP Deathfire Touch). Most mages don't have a home and are forced into using Comet even if they don't have CC to lock down their target to reliably hit the Comet...so they revert to using Aery because it's guaranteed damage and everyone needs MORE DAMAGE. I could go on about each and every Keystone and how they haven't done anything to positively change this game from where it was before implemented.
I honestly miss the days of Deathfire Grasp because at least when I got blown up it was because a decently long CD item active was used to do it. Now everyone just blows each other up because of bonus damages from a shit ton of sources that didn't use to be there. Hell, damage was lower when items like Zhonyas Hourglass still gave 120 AP and Rylai's gave 100 AP.
Clearly what I'm getting at is DAMAGE IS TOO HIGH and the game is TOO DAMN SNOWBALLY which has been a consistent thread topic on these boards for quite some time now. And if you continue to refuse to address these issues, then at least allow teams to surrender at will whenever they please so they don't have to sit and waste their time bailing buckets of water out of an already sunken ship. If you think this measure is too extreme then please provide statistical information that proves to me, and the community, that the game is NOT snowbally and that comebacks are not more like "miracles" that you see one out of every hundred games. Show the stats on how often the team that is ahead at 10 minutes wins.