Here's a scenario for you to ponder about:
I was just in a game where a top 100 ranked player got schooled by a newbie (according to Pantheon statistics anyway), which was fascinating all by itself, but even more fascinating to me was how we lost.
Our team fared pretty well about up until level 8 or so. Then the other team got catapults first and later giants. They also managed to get one of our portals, and then the other (the first was good and sneaky and all, but the second was just stupid... I went on defense but never saw my other teammates, and if they were on offense, they didn't manage to get any flags back, nor did they sneak into the other team's base and get their portals).But regardless of this, our creeps were upgraded to the max by me and progress by the other team was initially slow. Between them getting giants and winning the game there was about five minutes where nothing much happened. Apart from the fact that I had over 10k gold, but still not the rank to get giants for our side.
THAT is fascinating to me.
We were on the loosing side, with max upgraded creeps and more than enough gold to get giants ourselves, but couldn't.
So, our loosing side... had nothing to do!
To me, that means that this game is designed to prevent comebacks. It constantly awards bonuses to the winning side, making it easier and easier for them to crush the opponents. And I know not all of you see it like this, because you apparently get comebacks all the time, but name one other game where the "rage quitting" phenomenon is as prominent and crushing as this one?
Sure, people rage quit in games like Unreal Tournament and Quake, but the interesting thing that happens in those game, is that they rebalance themselves by either moving a player from one team to the other, or by allowing players to join mid-match.
If this game is designed to deliver crushing defeats in order to shorten the game time, again, either put a concede option into the game, or provide more incentive for the loosing side to continue (which without elongating the game is a challenge, I admit).
EDIT: I just realized that I wrote that our team "dominated" up until level 8, but that is not really true. We did have all the middle flags, but an equal amount of towers were destroyed on each side, and all players had the same levels on both sides. We dominated in the sense that we managed to keep the middle flags most of the time, while each side pretty much waited to get up to around level 10 to make our moves. There was not a single serious attack attempt made until the first side got catapults. I must say, upon reflecting on this, that most games seems to be a race for cataputs...