1) i disagree with completly, most good players can take a tower down in one hit.
Really? How does being a 'good' player allow them to take a tower down in one hit? I haven't seen one attack yet that can hit for 7,000 damage. They can take them down very fast in the end-game, but not fast enough to warrant a one-hit. And this is, very late game at level 20 with a few artifacts, mind you.
exponential death penalties.... NO NO NO NO, it would cause problems with leavers
Okay, I don't care about leavers. Thats your problem. Not mine. I don't want to play in a ladder and get hampered against a GOOD team that doesn't leave because they can spawn at static rates and force a game at a static pace regardless of skill gap and progression gaps between opposing sides. You obviously don't understand.
once u die, u have 10-30 seconds out of the game, which is alot of time, if u keep dieing u lose more and more gametime and end up being levels lower
You know why that happens to people? It's because they suck. That is, not my problem how good they are. This game already gives a lot of compensation for crap players. No offense, but I want to play this game with good players. I'm not trying to be egotistical or condescending, but it's true. This imbalance won't happen when the sides are uneven, but when they are, they NEED to be uneven. They can't be compensated for. This is easily solved by avoiding good players. When clans are implemented, you'll know what to look for.
This is also solved by being a better player and learning, not crying in a corner because you refuse to learn how to play a game to match up to better players, and instead insist on being a static 'casual' player, stubbornly rejecting any new ideas/forms of gameplay for the sake of not being 'hardcore.'
why would they sit down for 1 minute doing nothing?,
Because they suck. They went out and died multiple times instead of playing smart. Because they suck, they don't get any help from the game mechanics to hold their hand for them because they can't use common sense.
and removes the chances of a comeback.
EXACTLY. Do you NOT understand my point? I don't WANT them to come back. They lost at the beginning because they were an utterly inferior team, and the game should reflect that.
Ah yes, so if someone is losing, they should get punished even further and there should be no chance at all for them making a comeback.
Allow me to explain the logic. Team A, is really good. Team B, is really bad. Team A kills team B five hundred times. Team B spawns every twenty seconds and pushes Team A's rush back, who slowly pushes regardless but gets slowed down in the long run. Team B is 0-20, but still fighting a game they will inevitably lose, and force the game to the thirty-forty minute mark because the game mechanics allow them to, but they inevitably are going to lose, because in the end they are worse players. The game, should REFLECT this, not COMPENSATE for it.
Once you reach higher level of play you will find your citadel will be taken down pretty easily if the other player is fully upgraded and onto you.
What do you define as a 'higher' level of play, since you're obviously the all-knowing pro here. So explain to me, regardless of skill gap, how a player comes to get fully upgraded in no less than forty minutes, without the other team able to level OFF of the upgrades they purchase and still keep up. You don't know this game sir, at least not nearly as well as you seem to think you do. Kay thanks. I really don't want to be egotistical or make it seem like I know everything there is, but you really, really don't understand.
It would also force people to learn to play the opening 2 minutes of a match better and make WR even more important, encouraging offensive play over defensive.
I don't need to pick apart your response because I guess in the end that's correct. One problem with easily obtained citadel upgrades as well, is the fact that the other team can farm off of it and just level up. Me and my teammates play extremely aggresively and always push/setup bursts whenever we can, and have one person always upgrading. However, they feed on the extra gold/XP from the minions. So I have another fix that could easily be implemented that i'll put in initial post.