I see what you’re saying, but it honestly just results in the beefed up minion wave massacring the regular waves and giving the already ahead team an even larger advantage.
In every MOBA the devs make this mistake. All other things being equal, keeping the waves as is (UNbeefed) would simply result in a stalemate closer to the losing team’s final structure/sentry/what have you. That’s still an advantage for the winning team. Why developers think they should beef up the minion waves so they effectively push the lane to the next objective all by themselves is beyond me. I thought that’s what players were for. So now you have the already losing team having to devote more manpower to pushing the lane than the winning team, freeing up the winning team to capture objectives that further push their lane or focus on taking out enemies with all their players, further digging a hole for the losing team to climb out of. It’s all a bunch of advantages that aren’t necessary. A winning team shouldn’t be handed so many advantages. That’s what results in the snowball seen in so many MOBAs.
EDIT- To illustrate:
It would be like giving an American football team the ability to put an extra player on the field for every 7 points they gain over the other team. That wouldn’t be considered fair in competitive play; buffing minions for the already winning team is on that same level of fairness, from my perspective.
On more thought, I withdraw my assertion that unbuffed waves would push a new stalemate closer to the next objective. All else being equal, the unbuffed waves would present the same stalemate position. However, in practice we see that buffed minion waves, instead, decimate the unbuffed ones and push the next objective all by themselves. This is the advantage that’s both unnecessary and contributes to a snowballing effect that’s a detriment to the competitive nature of the genre.