death timers: they're too dang long!
Okay, okay: in a full teammade game, there can be reasoning for the current death timer length. But in solo queue, it just creates a scenario where, after 30 minutes: the first team to slip up, loses. When you're playing with random players, it just. . sucks.
Two of my team members, alone, with no one around them, used talisman of ascension to charge leona, who had baron buff, because the enemy team had just taken baron. They got caught out, then the enemy team just pushed 5v3, and won the game right then and there. It was only 32 bloody minutes in, and no one had time to respawn, so of course we lost. In the mid game, a death results in losing a tower, or losing dragon. Suddenly, a death means losing the game, because whomever dies just will not respawn in time to do anything.
Often enough I've seen players respawn, having only enough time to run down the fountain steps before the nexus explodes: even just a few seconds would mean they could have some impact on the game.
I get that death should be really serious, but in solo queue I can't communicate with my team, and they have no obligation to follow my pings. When someone--not the whole team, just a player--does something dumb, and we lose the game just because of that, and there's nothing that anyone can do; there's no analyzing what happens next: "oh, if you played this perfectly. . " nothing. Someone died: you lost. It just doesn't seem right in this game.