In reaction to the "State of the Game" podcast: an idea for reducing sudden game ends
First let me say that I enjoyed the "state of the game" podcast and the insight into what some people at Riot are thinking, and I agree that there has been a lot of positive change since the preseason. But one of the problems they discuss that I think a lot of people feel bad about is sudden game ends, when one fight results in taking too many objectives. It's fine, even good, for a team that wins a fight to be able to take one or two objectives. But losing the entire game on one fight feels really bad -- and even winning that way isn't as satisfying as taking a few objectives, shopping, winning ANOTHER fight and THEN winning the game, in my opinion. Having to win more than one fight to end the game keeps it from feeling that you won by a fluke.
Therefore, I propose a system directly designed to make it more difficult to take tons of objectives (specifically buildings) in rapid succession. Every time a building is destroyed, all other buildings on the same team would get -30% damage reduction for 30 seconds, stacking up to 3 times. Numbers subject to change, but you get the idea: each building is tougher to take than the last. All stacks drop if the team goes 30 seconds without losing a building, because by that time they should be able to defend again unless it is super late.
This would make it significantly more difficult to take 3 buildings with less than 30 seconds between them (you'd be dealing less than half damage to the third one), and very difficult to take 4+ (hardly ever worth trying unless the 4th is already really low, which isn't the case for the classic "win one fight and rush the nexus" cheap-feeling sudden ends).
Therefore, if both of your nexus turrets and all of your inhibitors are currently standing, you probably won't lose the whole game from one fight (at worst, you could lose one or both nexus turrets as well as at least one inhibitor, which would leave you in a much less safe position if you lose another fight). Nexus turrets especially would be a much bigger deal when they provide a meaningful defensive bonus (once) rather than "occasionally they tickle a minion".
When the base durability of turrets is as low as it is right now, I think they need some protection from being pentakilled. If you haven't already taken an inner turret, then taking inner turret, inhib turret and inhibitor should be a major achievement, not "hey I think we can also end if we stay 10 more seconds".
Of course, they could also just increase turret HP by a substantial amount, but maybe it's OK for any individual building to be about as hard to destroy as tearing a sheet of paper, as long as trying to bulldoze the entire base in one push is more like tearing the phone book.