5.22 Pushing Advantage and Competitive Play
The pushing advantage is not a bad idea, but, if you relate it to competitive play, has been grossly over done. In context, if there isnt a tower trade, every lane gets more pressure and reduces "comeback" opportunity by requiring more champion attention. More champion attention means more 4v5s for the tower+ team which snow balls the fight. This on top of the fact that taking a the outer towers already give a massive advantage to invading the opposing jungle. So this in turn makes the game more focused on towers. In fact it makes it so reliant on towers, Dragon isn't even a comparable trade anymore. Constantly pushing lanes or the first, second or third dragon? No, question, forcing more 4v5's because an extra 2 towers requires a 1.5 stacked minion wave to push a lane. To get that stack, it would require 30 seconds of some champions time. Allowing 30 seconds of 4v5. This usually results in more towers and hence the over powering snowball.
Now I did say it was a good idea, a winning team should get a bonus, but it shouldn't cripple nor pull counter play to the point that the first team to lose a tower gets snowballed to defeat. I would say it should be only 2% boost for the attack, and a relevance to defense, and cap at 20%ish.
I do get the idea behind the strength of this though, the first team with the tower will have more lanes pushing which in tern will open lanes up for ganking. As well, it will put minions under the tower for the towerless team to farm safely. Also to push the need for teleporting split pushers. Outside of the laning phase though, the losing team will be 4v5 more often than not and requiring more luck than strategic planning, and more so if their teleports are down.