A stronger base, losing it in less than 30 seconds doesnt seem right
I know game design has been shifting into faster games and rewarding more aggressive play. But its sad to lose one fight and lose your entire base. Its probably been said before but I was thinking. You have to have an inhibitor down to damage the nexus, why not make nexus start off with 100% damage reduction, then remove 25-30% or so of its %damage reduction per inhibitor that is down. Making the inhibitors a little tougher, but in turn longer revive time on them.
This would shift the balance of the game into more of something like Winning the Big Teamfight > Pushing into the base > Taking the objective (inhib) > Recall/recover > Last push to win the game. Instead of rolling through the very few structures that can be destroyed in seconds mid/late game. This would give the losing team one last chance to bring it back since they should be able to contest their nexus in the event it was actually a close game.
This would open up post teamfight decisions, risk taking the nexus immediately or preparing the nexus take for our next push?
In the event that Blue team aces purple team in a late-mid game teamfight +25ish minutes. there is variance in characters and how much damage they can do to towers this is just what I believe should be able to be accomplished in 50 seconds with moderate damage ability to towers
5 blue team players remaining, pushing 1 lane 1 inhibitor and taking the nexus shouldn't be difficult for Blue team to accomplish. Fighting the nexus with 60-75% damage reduction should be able to be taken down before respawn timers are up.
4 blue team players remaining, pushing 1 lane 1 inhibitor and taking the nexus again shouldn't prove too difficult maybe facing opposition from 1st-2nd purple team death.
3 blue team players remaining, pushing 1 lane 1 inhibitor and taking the nexus probably shouldn't be possible without opposition from purple team. In this case they should be able to take a 2nd inhibitor.
2 blue team players remaining, pushing 1 lane 1 inhibitor, maybe opening up a 2nd inhibitor and taking the 2nd inhibitor with some opposition from 1st-2nd deaths on purple team.
1 blue team player remaining, pushing 1 lane 1 inhibitor should only be able to accomplish 1 inhibitor and opening 2nd inhibitor with opposition with 1st-2nd deaths on purple team.
I just think while I do agree I enjoy the shorter matches and faster play, I don't like how fast you can push 1 lane and win a game.
//2¢