The Alters are a fun flavorful neutral objective that increases the importance of junglers (although not smite) and increases the pace of the game. They have a similar role to what a buff monster creep would have. However, I believe that there are 2 distinct differences that have a negative effect on 3v3 game play.
Alters do not defend themselves. They are simple to take, just stand on them. Because they are so easy to take, teams want to take them as soon as they are up. This encourages an early skirmish and places a lot of importance on level one team fight. Can you imagine summoners rift if you could easily take Baron at level one, even if jungle buffs are invaded the only counter-play isn't fight, you can always attempt to sneak away the enemy buff. The close proximity of the alters will discourage any passive play like this. So alters encourage teams to fight at level one. Why is this a problem? First, A lot of people are anxious about losing the importance of lanes in 3v3. Secondly teams will have to put a greater importance on a level one fight.
Alters are up every 90 seconds. There is a strong buff to be contested every 90 seconds. This is going to pull teams away from whatever is being done to skirmish in the middle. I've already mentioned concern about the importance of lanes. Additionally it just makes taking the buff feel slightly less rewarding. I believe it is a powerful buff, but when you have to fight over it every 90 seconds, each victory isn't that exciting.
I've pointed these things out as negatives, which is how a vocal part of Twisted Treeline players feel, because they feel like it will change the gameplay of 3v3 to a more skirmish based game that they aren't comfortable with. I've also mentioned how these things can be negative without taking into consideration that it forces constant skirmishing. However, these things were quite obviously implemented with the intention of creating the skirmishes, in order to ensure a faster paced game play. I think that Riot has gone too far.
The alters already create faster gameplay by giving out a gold buff, But they also have negative effects. I think that this can be easily balanced. To me, Solutions such as remove the alters, or keep old twisted treeline are overzealous and bad for 3v3 game play.
Timer Tweaks in two locations. At start of game Alters should remained locked longer, they should either remain locked or defend themselves to an extent that a team might be able to pressure the opposing team off it. Encouraging a level one skirmish is exciting, but really detracts from lane play and forces team to overly think about level one fighting in champion select. Longer locks is a small fix that might really help.
Once taken, buff remains locked longer. Forcing buff contention every 90 seconds make them feel less rewarding and changes the focus of the game.
I don't know the correct timers for either of these, but fiddling with lock timers seems like a simple fix that might make a lot of people happy, it should at least be tested on the PBE
Taken from my thread that discusses Alters, Wards, and the Speed boost. Red buff has basically been split into these two Alters, I think it needs tweaks not removal to make it allright