Gameplay Improvements
Overall I am liking Season 6 so far, Riot can still remove a lot of elements from Season 5 still and add more Season 4 elements back into the game (like 3 jungle items for mages, AD/basic attackers, and tanks via spirit stone, madred's razors, and quill's coat opening up the highest jungle champion diversity like what season 4 had; and then no matter the jungle item you get all end up with the same enchantments out of a selection so jungle items are purely for the type of champion you have to jungle with to help balance classes of jungle champions easier since any class can get any enchantment later. I digress this is off topic for what I am about to say.).
So far season 6 is the only season with true ways for comebacks, but something that isn't exactly very good is how a team can be significantly behind the entire game, win one fight in the late game and win from it, few ways you can improve on this.
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Reduce the maximum death timers and adjust values accordingly so the maximum is reached at the same time as it currently is. For example if the maximum is 70 seconds and at 45 minutes in the game, the new maximum would be 60 seconds at 45 minutes in the game.
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To tone back the power of split push champions (this is frustrating to play against and to watch), and note this is toning it back and not removing it. What you do is reduce the melee minions damage reduction to 50% from 80% that baron buff grants and increase the health regen on inhibitor turrets (nexus turrets should have health regen too). Example on health regen would be increase the value slightly, and can grant a new mechanic where when the turret is out of combat for so long its health regen will be increased significantly (like 300% or 500%) from its normal health regen to reward defending a turret from a failed siege or split pusher, but not discourage sieging entirely.
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Grant turrets more health as you go down the line. For example, outer turrets +0 more health, inner turrets +500 more health, inhibitor turrets +1000 more health, nexus turrets +500 more health (there is two nexus turrets). This will help against one teamfight win into total victory, and need to do slightly more in order to win.
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To reward aggressive ways to comeback into the game rather than passive turtles the global gold on bounties to be increased further, so focus firing on the target with a big bounty can help your team get back into the game with a smart set up to do so.
Other things that can be done is change Dragon significantly like have it give small stacking values and the Dragon is constantly respawning, allows something to be constantly happening even if it means reducing the value of each individual dragon quite a bit. Tiny respawns allows for the team behind to get Dragons and if you are significantly ahead allows the team to close out the game more decisively (by tiny it be like 60 to 40 seconds, something like that, being more like a glorified red/blue buff monster; there will be some measures taken so there is no unfair advantages it can give in the early game so it only turns on after so many dragons a team has making it come online in the mid game and dragon lead would entirely be based on x dragons vs y dragons).
I think I got through the blunt of my ideas, so have a nice day everyone!