Balancing Baron Buff
(Try saying that three times fast!)
Since the beginning of season 5, the updates to Hand of Baron have done a great job of opening up an opportunity for a team to break through their enemy's nexus. The changes to how it affects lane minions provides a clear path for the final stage of the game; Push lanes -> take baron -> return to pushed lanes and win the game.
However.
While I understand Hand of Baron is supposed to be a 'wrecking ball' tool to get inside the enemy's base, I don't believe it should be a mechanic without counterplay. The way I see it used most consistently is with a team who has taken baron, 4 of the players go mid, and the 1 most suited to split pushing goes top or bot to maximize the enhanced minion effect from the buff, and create more pressure on the enemy base.
The reason that strategy is so effective is twofold: First, Baron empowered minions are so strong, that a lone lane of them unanswered will quickly build up and melt a tower, even without the active attacks of the split pusher enabling them. How easy is it for Zed to shove top lane with baron buff, then juuuust slightly back out of range of the enemies who are forced to deal with the empowered minions, but not out of range of the minions he is empowering? Second: the +40 AD/AP buff from Hand of Baron makes every member of the team with Baron Buff significantly more powerful. This means a team with baron can usually fight 4v5 and still come out even. Also: the splitpusher with Hand of Baron (if he couldn't before) can now 1v1 anyone on the enemy team, which makes him that much harder to deal with.
So, without a numbers advantage (send someone to deal with the splitpusher), the team playing against a baron buff will lose fights. And with a numbers advantage (all 5 force a fight mid), the team without baron will lose a side-lane inhibitor.
As it stands, there is no way to face Baron Buffed sieges other than buckle down in base and hope the enemy fucks up hard.
I'm not saying Hand of Baron needs it's kneecaps (knuckles?) beaten with a nerf bat until it cries, I just think it could be retouched so that a baron fight is no longer the full-stop of a game, with killing the nexus a bracketed afterthought. I suggest the 40 AD/AP buff be changed to 'gain 10 AD/AP for each nearby ally champion'. With this change; 1 person who has baron alone recieves 0 bonus AD/AP, two people together gain 10 AD/AP each, increasing to a full team of 5 get 40 AD/AP each. This allows the 'group 5, slam a lane' strategy to remain unchanged, but adds counterplay to the '1 splitpush, 4 mid' strategy by making it easier to fight off a lone splitpusher, and (while not making a team with baron buff weaker) makes a team which doesn't group properly after baron not as strong.
So what do you think? Do you agree that Baron Buff is a bit too strong on live? Should the adjusment be stronger/weaker/completely different? Please discuss your thoughts! ^.^