Suggestion - Make tower destruction reduce deathtimers
One of the major complaints in season 6 is that one team fight loss 30 minutes + into the game can completely end the game. With how long timers are, the enemy team can easily go through 3 to 4 towers and end the match. This feels especially frustrating when your team was ahead 4 towers and 6 kills and helplessly sit back and watch the other team win the game from one misplay, which they would have done multiple times up to that point. This makes you ask, why should a misplay at 30 minutes out weigh 5 misplays by the other team in the first 20 minutes?
My suggestion to help this is making tower destruction reduce the death timer on the remaining spawn time of dead enemies. This does two things. 1) It allows the team ahead, to finish off the game as they would have. 2) It does not allow the team behind to easily finish the game, but allow them to even out the game. Here is my base suggestion of it:
By default, all tier 1, 2 and 3 towers when destroyed remove 5 seconds off of a death timer when destroyed. Nexus towers would not remove any time off from a death timer. Only lane towers will drop time.
Time removed doubles to 10 seconds if consecutive towers are destroyed on the same death timer. Example, player A dies with a 35 second death timer. The opposing team takes down a tower 5 seconds into that death, so player A's death timer is now at 25 seconds. (-5 for time to take tower, -5 for tower destruction.) A second tower goes down 10 seconds later. Player A's death timer is now at 5 seconds ( -10 seconds for time to take tower, -10 for consecutive tower destruction.) [This part of the suggestion may go too far. A flat time might be better, but I can't say without it being tested.]
With this change, this would give player A more of a chance to get back and defending from a completely crushing position when a team just starts bulldozing through towers. As mentioned earlier, a team that is ahead will often have more towers taken at this point, and they can potentially finish as normal. The team behind would have less time removed from fewer towers. A team that is behind however, will even up the game, but not necessarily be able to go through 3 towers, an inhib, and nexus towers off of one misplay from the team ahead.
Baron Buff could have interaction with this by doing anything from having the first tower destroyed with buff not remove time, to having all towers destroyed with baron buff not remove time.
The reason I proposed this, is I necessarily don't think the long deathtimers are bad. I think a team that wins a fight should have time to collect themself and earn advantages such as time to take baron, get dragon, steal buffs, push lanes out and get a tower, etc. However, I don't think it is fair, as mentioned earlier, for a team to steamroll 4 towers and end the game off of one mistake because the timers are so long. This suggestion is trying to hit the balance between the two.
Any thoughts or comments?