Having too strong of a snowball effect removes the fun though, did you read the article? If you know you are going to win or know you are going to lose it removes the tension and competitiveness of the game. Allowing a team to get back into the game and flip around the tables is a lot more enjoyable to both play and watch.
"So, we need to add a caveat: snowballing isn't necessarily bad, as long as the game ends once a victor becomes apparent. In other words: a game is no longer fun when a player becomes unable to influence the end result."
Good luck influencing a game stuck in your base with your thumb up your ass whilst 4 goons (attained only from time evos) run rampart outside your turret line.
"This point is vital, not just to "snowballing", but also to general game design. A player should always be able to win. If a player can't win, then the game is over, and forcing people to play out a defeat is punishing and unfun in a serious way."
"Its worth noting, though, that snowballing isn't all bad. For the victor, it can feel great: attaining god-like status, crushing all those beneath you, and generally laying waste to everything in your path. And achieving "perfection" in a game is often a goal of players outside of simply winning. For single player games, this is fine: AIs don't get bored and rage-quit. When playing against humans, though, we need to be more discerning." (EU4)
"Snowballing in Competitive Play: A Look at the Data shows some interesting statistics regarding the percentage of winrates by objective in League of Legends. Note that a simple objective, such as achieving the first kill of the game (first blood), gives the team a 61 to 79% chance of winning the game overall."
"So how do we deal with the problems that come with snowballing? Let's look at some possible fixes.
Fix: Resource Management"
Take note that this was written by a small indie developer 2 years ago, while his word shouldn't be law in this case it definitely adds some perfect examples to a game he's probably never heard about.