I have a suggestion that could change a late game dynamic for better or worse. I've been recently thinking how past 28 minute mark, the first team to lose a member usually gives up a significant advantage or even end the game with a forced 4v5. Currently I define when it comes to late game, the first two to die on a team loses. It's a 5v3 auto push to win. I'm gold 5 and I know that. There's a current notion that in late game you can't solo carry but one guy could literally throw the entire game past 35 min just by getting caught out .( that's usually me btw. Scrub skillz.)
Change death timers so that they are shared between the team. Instead of each death timer based on game length and level, have the death timers based on how many members of your team is currently dead. For each consecutive death the existing death timers increase by a minor amount. However if the team only suffers two deaths and don't give up more they window of disadvantage would be shorter.
LoL is a team game and more often than not what ends up happening late game is one person screws up and makes the last 35 minutes of all that farming and killing and objectives by the team null. It doesn't matter how good you played the past 35+ minutes if one guy on the team could potentially throw the game in one critical moment. It's to easy to throw the game late game with this new system the players do not have the ability to throw the game by themselves. If your the only one that dies on your team your death timer wouldn't be long at all since they don't go by game length and level anymore. The team won't suffer as badly or flame you because they know you screwed up and it doesn't matter much.
More importantly by having death timers team orientated teams now will change how they fight late game. If they're willing to sacrifice a number of deaths for victory if needed, if they are willing to commit to an ace knowing that if they die their already dead teammates have to wait a little bit longer. The emphasis would actually shift the pressure off the first person to die to the last person to die on the team. If some one died first you wouldn't be so likely to flame them because they'd be up in 20 seconds late game. And I wouldn't get flamed by being the third one to die by increasing the first and second death timers because they died themselves. I think it's a healthier system of doing death timers.
I think death timers in MOBA's right now are outdated. I shouldn't be penalized by having a higher level by having a increased death timer, only by how my team is currently preforming.