Minion and Pushing Changes, w/ Some Monster/Jungle Changes
I will just get into things.
Right now, it may be too easy to clear waves without spending a significant amount of time or mana in the case of mana users, especially for those that do not have the kits to clear waves (like Anivia or Ziggs for an example as someone that can clear waves).
My suggestion to this is actually pretty simple and has a second part to it as well:
~ Increase ALL Minions' health by 40% (excluding Super Minions). (Towers deal % health damage to minions by the way.) ~ Single target abilities and champion attacks execute minions when they are below 40% health (including Super Minions).
What this change does is slows down wave clear / makes it harder to clear waves, or have to spend more time or resources to clear the wave.
The second part removes an unneeded and not-fun element to League which is last hitting, especially at low attack damage values. This helps everyone able to last hit and the skill mechanic instead comes in to decided to last hit at the 40% health threshold to push the lane out OR waiting until they are almost dead to freeze the lane or slow push it in. It is easier to read how much health the minion has to last hit it, rather than trying to look at a number and last hit that way, stream lining the game is better for the long term and even immediate benefits.
Super Minions do not get a health increase for two reasons: They are already too strong and with the health increase to the surrounding minions, their buff becomes stronger, so just adding in the health threshold execution without increasing their health helps balance the game out to not be auto-win for taking out an inhibitor.
Another change for minions and towers:
~ Minions deal 100% bonus damage against enemy minions and structures.
~ All 3 outer towers gain 50% (fifty) increased health and resistances. Current Fortify is removed and changed to 100% of the tower's health as a bonus shield that decays over the first 10 minutes of the game clock (so at 10:00 the shield is completely removed); this is to remove fast pushing and try to re-open up lane swapping strategies sometimes being implemented, the thing I hate about lane swapping was the fast pushing, not the strategy of the lane swap.
~ All 3 inner towers gain 60% (sixty) increased health, but no increased resistances. Gains the new Fortify buff that is 1,000% (instead of 100%) of the tower's health as a bonus shield that decays over the first 10 minutes of the game clock. Just in case you break past the first tower, this ensures you cannot break past the second tower just in case you got past the first tier. I don't want games to last for 40+ minutes, but I don't want them to end in less than 10 because of dominate early game champions destroying all your towers and getting bonus gold and snowball the game even faster and create the current 22 minutes game average or whatever it is.
~ Inhibitor towers gain 75% increased health, 25% increased resistances, keeps their one-third health check points which makes more sense with a higher health count.
~ Nexus towers gain 400% increased health, resistances are removed completely, one-third checkpoint system remains. This is a last line of defense, so they should feel tanky, but removing their resistances makes minions have more impact to push them into the Nexus towers since they deal full damage.
These changes are aimed at making minions have more impact at pushing with their bonus damage, utilizes your minions more as well as being tankier against champions, while at the same time decreases how fast towers are destroyed. One team fight win should not end the entire game and these changes should help with aiding players in last hitting, slowing down wave clear to actually hit the tower, and hopefully reduce snowballing and not have the game feel like the team that gets a lead just wins.
One last minion change:
~ Baron Buff / Hand of Baron! Right now, Baron minions are unkillable, this has to change.
The change is keep the attack damage and ability power that it gives and enhanced recall, but everything else is removed.
The new buff for minions is simply just a health-shield that scales based on game time so that it eventually grants minions such a massive shield that it helps end the game at a certain point, but allows for the shield to not be oppressive for the 20:00 minute Baron Nashor rush. The new buff is also not proximity to champions, it is a global buff that last for the entire buff duration even if no one on the Baron slaying team still have Hand of Baron for all new minions spawned during the buff duration.
I agree when the high elo players say junglers have too much impact on the game.
Riot tried something awhile back with introducing a special currency and shop tab, I think something like this could help tune the jungle a lot better. So instead of getting gold for monster kills, you gain a special currency to purchase special items to help tune junglers easier.
This is a large scale change and needs the introduction of a bunch of new items, but worth considering in the hopes to better tune the jungle.
The other part is remove Challenging Smite. This is way too strong and makes the game snowball out of control because it means no one can fight the jungler that got ahead.