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An Comparison of Treelines and Analysis

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Squallian ?? Member
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10-27-2012

If anyone likes what i've written here, please bump/1+ so riot can check it out! Thank you.


I'm calling it Shadow Treeline (ST) because I don't like calling it Twisted Treeline and we need a way to refer to it in this thread. It's a completely new map and we should move on from TT, regardless of what riot wants to call the map and what all the angered people in the TT forum are now saying.

This will be an in-depth look at the new Treeline from a player who exclusively played Twisted Treeline in the past, and am really happy (with minor exception) with the new map. You can take my write-up with a grain of salt, considering it's not like I'm a recognized player or anything, and that's understandable. (and honestly, the only reason i'm a junior is because I play more than I post around here... I just feel this is important enough to post about) I hope that the actual writing in this will prove to you that my popularity doesnt matter (and may even make me popular in the process! )

I feel as though the Neophobia associated with the new map is due to a lack of understanding of the way the new map is supposed to work, or rather, are unsatisfied with the way the map works in general. I'm here to say that this shouldnt be shunned, it should be welcomed. This map is a (close to) happy medium between Dominion and Summoners Rift. First I'll talk about some pros and cons and what people (from what I've seen) currently aren't happy with;

First I want to target some really obscene statements by most players which obviously aren't thought through and have demeaned the idea of the map.



General Populace Complaints:


"Why aren't there any wards!? This is ridiculous!

Well, I'd have to say the reason there aren't any wards should be spectacularly obvious. First of all, to have wards on the map would destroy the baseline fundamentals of the gameplay. It takes away from the constant pressure of opposing ganks, makes the gamplay overall more static, and focuses the game on lane farming rather than fighting. Why is this bad? Because:

1) The unknown in jungle makes it more rewarding to roam. You aren't going to be stopped by a simple ward - intelligent players should know when to push and when to back off. This pressure rewards intelligent play, because overly-aggressive players can be stopped by smart players, but intelligent ganks on unsuspecting players can win games.

2) Making the game more static detracts from the highly aggressive way the game is supposed to be played. It leans closer to Summoner's Rift and makes the game last longer, which is counter productive to the fundamental idea of the map in the first place.

3) Farming is important, but shouldn't be AS important in a game where fighting is supposed to take place all the time.

"I -hate- these altars! What is this, Dominion!?

First of all... thats not a "dominion" capture point. You simply stand on it. You aren't committed to a capture animation and can even lock the point while attacking. The altars are a step up from having your buffs be based on jungle creatures. Why? Because those jungle creeps are easy to take, and only makes the game more even and static. Thats why normal Jungle Creeps are relatively useless other than for farming as a jungle. Remember, we're trying to get -away- from that idea of gameplay while not completely making it a feeding frenzy, like dominion.

By having altars, you're rewarded for doing your job and making sure you capitalize on everything your side of the map has to offer, -BUT- there is a High risk and reward proponent of the map by having another altar able to be taken. Do you wanna risk a teamfight to get 10% AP and MP? They can see you, so it's obvious you're impeding on their territory. Adding this component to the gameplay only propagates more fighting and aggression over stability and defensive playstyles.


---------------------


Now, I wanna get into some things I find -off- on the map. I dont necessarily believe anything is broken, or unfixable, or needs to be changed as a raw idea. However, there are things that could be changed slightly and benefit greatly. (this is a BETA, afterall, there have to be some things off. And personally, I'd rather have a public testing grounds to really fine-tune a close to finished product rather than deal with the old TT until they polish and shine the new one)

These things include:

Vilemaw

Why is there such a tanky, high damage, baron-esque creature on a map where your supposed to be moving fast as a team and taking things over and beating eachother up? Such a hard to kill (It takes a level 12+ team to take on Vilemaw, on average) boss only slows down the process of winning over the game through the bloody entrails of your opponents. (Plus, I thought these games were supposed to be shorter in the first place)

Don't get me wrong, however. I believe level 6ish is way too short of a wait to be soloing a 300 gold creature with +damage stats. However, I think the stats of Vilemaw could be tweaked to make him more viable in the idea your going for.

I also happen to believe that the benefits of killing him are in general superfluous to the game-flow.

Instead of the current rewards, I think you should change it to something similar to that listed below, and also make vilemaw less devastatingly hard to kill at lower levels. (Feel free to discuss/critique these numbers):

Rewards:

- 170g
- Same HP/MP regen
- + 1.1 Attack Speed per level (19.8 at level 18)
- + 1.1 Cooldown Reduction per level (19.8 at level 18)
- + .6 Total % Damage per level (10% at level 18)

Why? Because of multiple reasons.

First of all, it makes turning the tide/breaking the steel wall of a turtle significantly better near the end of a game.

Secondly, it makes taking the Vilemaw integral to gameplay, even at an early level. The snowball wouldnt be nearly as much early game (which is why i think you made the gold lower and the boss harder in the first place, correct me if I'm wrong), but still a good enough buff to want at any decent level, all without breaking the game.

And finally, simply because I feel a majority of the players feel Vilemaw is relatively useless to have in the current game-state because he packs too much damage and doesn't give you enough oomph to want to secure it.

The Jungle

If you guys wanted to give jungle a purpose in the new TT, why does it seem like you guys made it absolutely useless to jungle consistently. In the current game-state, I feel like jungle is something you should make use of at lulls in the laning and fighting phase, and I don't think that was what you guys wanted to have in store for the new TT.

Here is how I propose to fix it. It's really rather simple:

Extend the wall above wraiths a bit higher to make it less easy to take, and make the wraith at the bottom right/left corners of jungle give a slight slow buff. This gives junglers a slow to take out a laner with at low levels, propagating a reason to have an unknown player roaming in the jungle endlessly. It's rather pointless otherwise, because most characters don't have the pure stopping power to kill someone in lane, especially with everyone running flash.

Also, make changes to the jungle so that ganking top isn't nearly impossible without being spotted by an opposing jungler. It's rather silly that walking through the bush to top is pretty much in plain sight of 2 jungle camps.

The Altars

Note: I do -not- believe the altars were a negative addition to the map, INCLUDING the speed buff. These are simply some things I feel are off about them, if only slightly.

Altars seem too easy to just walk in and take with a team of 3. By the time every ally gets there, its already to late, in most cases. I only believe that there should be some changes that would prevent this.

Some possibilities could be:

-Give a negative physical/magic aura to any non-allied players entering a CAPTURED altar. Note, this doesn't effect Neutral altars.

-Make the flat time to capture an already taken altar high enough to force a teamfight when you aren't taking an altar when you should be.

-Make the opening on the altar steps face the top right/left of jungle towards the base, rather than the way it does now. This makes the altar a killbox and prevents you from just waltzing in there.

Blackfire Torch

I dont think this item is as accessible to the general mage populace as it should be. Even on champs like Eve, Brand and Singed, which seem to be strong users of the blackfire torch, aren't benefited enough by it - and for the most part I dont feel as though its well placed even on champs which have it in their recommended build. I think this one is also a relatively simple fix.

Make spells while you have this item add a stackable mark to the opponent:


"Unique Passive: Your spells add 1 Blackfire Mark to the opponent causing them to burn for an additional 2(or perhaps 3?)% of the target's current Health in magic damage over 2 seconds (effect halved for AoE and and damage over time). Stacks up to three times."


They can be cleansed, which makes up for the stackability and increase in damage, and instantly makes more options available, such as champs who use more burst. It even makes it more effective in general for characters who use burst damage. Since it has catalyst (an early-esque game item for most mages), I simply feel it should have more oomph to compensate for being practically forced to go for that sustain early as a mage.


I also feel that there are many characters who shouldnt be able to use this item as a passive way to do major amounts of damage. Tanks being a huge example. Anyone with an aura or an aoe will be killing everyone for 2.5%/s of their life -all- game, while being practically unkillable in the current game state.

Grez's Spectral Lantern

My only complaint with this item is that +2 damage and less overall gold cost doesn't feel like enough to compensate for the utility loss of 12% lifesteal.

Tanks, A general bone to pick:

I feel as though tanks were supposed to be put slightly to rest in this new game-state, however they are still particularly strong, even with the new items. I feel that perhaps rather than nerfing general tanky items and replacing -those-, you should be nerfing the outlying cause of the strength of tanks: Ability to live through burst. Mages and Assassins are made less and less effective by Tanks, which is their job, however -especially- in S/T-T, where there aren't a large amount of characters who don't get tanky mid/end-game, the effect is exponential. You don't have an ADC or a Support to pop most of the time, and thus there isn't much point in running those archetypes.

I think that nerfing armor and magic resistance would have been a better opt-out than nerfing health. This is just an overall viewpoint. Feel free to correct me.




And thats it. Other than that, I really really like the new map. Feel free to criticize, praise, or do whatever you'd like in response to this thread. Just no raging or flaming, thanks! Please +1 if its good enough, and feel free to also add your own general thoughts that you think might be added to the OP. Cheers.

 
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Saratn ?? Senior Member
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10-27-2012

Nerfring armor and magic resist doesn't solve anything. Plus you're suggesting a universal nerf for only this map. There are ways to counter heavy armored teams. Maybe make it less expensive to get to those items or make it more worthy to buy them early on instead? If you nerf armor and magic resist, it becomes easy to kill tanks. What purpose does a tank have if they can't soak damage?

I understand your frustration. My friends and I faced that issue last night against a tanky team. I think they shouldn't restrict certain items that could help counter tanks. Or give us an item early on that can help counter.

 
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Squallian ?? Member
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10-27-2012

Quote:
Originally Posted by Saratn View Post
Nerfring armor and magic resist doesn't solve anything. Plus you're suggesting a universal nerf for only this map. There are ways to counter heavy armored teams. Maybe make it less expensive to get to those items or make it more worthy to buy them early on instead? If you nerf armor and magic resist, it becomes easy to kill tanks. What purpose does a tank have if they can't soak damage?

I understand your frustration. My friends and I faced that issue last night against a tanky team. I think they shouldn't restrict certain items that could help counter tanks. Or give us an item early on that can help counter.
Depends on how much you nerf it. I dont want tanks useless. They need to fulfill theyre role. However, with many tanks also being very damaging in the current game-state... its simply not fair to have them unkillable with med. to high damage. Thats why they were supposed to be less useful in this patch in the first place.

It's not frustration. This is something I see literally happen all the time. You say i'm suggesting a universal nerf only for this map. -of course- i am. If we expect to have a competitive 3v3 map, why shouldnt it run on seperate rules as compared to a 5v5 map. You can't expect there to be the same raw baseline on one map as well as the other. There was a step forward with map-specific items. We just need to seal the coffin on the matter.

 
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Haeval ?? Senior Member
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10-27-2012

Quote:
Originally Posted by Squallian View Post
If anyone likes what i've written here, please bump/1+ so riot can check it out! Thank you.


I'm calling it Shadow Treeline (ST) because I don't like calling it Twisted Treeline and we need a way to refer to it in this thread. It's a completely new map and we should move on from TT, regardless of what riot wants to call the map and what all the angered people in the TT forum are now saying.

This will be an in-depth look at the new Treeline from a player who exclusively played Twisted Treeline in the past, and am really happy (with minor exception) with the new map. You can take my write-up with a grain of salt, considering it's not like I'm a recognized player or anything, and that's understandable. (and honestly, the only reason i'm a junior is because I play more than I post around here... I just feel this is important enough to post about) I hope that the actual writing in this will prove to you that my popularity doesnt matter (and may even make me popular in the process! )

I feel as though the Neophobia associated with the new map is due to a lack of understanding of the way the new map is supposed to work, or rather, are unsatisfied with the way the map works in general. I'm here to say that this shouldnt be shunned, it should be welcomed. This map is a (close to) happy medium between Dominion and Summoners Rift. First I'll talk about some pros and cons and what people (from what I've seen) currently aren't happy with;

First I want to target some really obscene statements by most players which obviously aren't thought through and have demeaned the idea of the map.



General Populace Complaints:


"Why aren't there any wards!? This is ridiculous!

Well, I'd have to say the reason there aren't any wards should be spectacularly obvious. First of all, to have wards on the map would destroy the baseline fundamentals of the gameplay. It takes away from the constant pressure of opposing ganks, makes the gamplay overall more static, and focuses the game on lane farming rather than fighting. Why is this bad? Because:

1) The unknown in jungle makes it more rewarding to roam. You aren't going to be stopped by a simple ward - intelligent players should know when to push and when to back off. This pressure rewards intelligent play, because overly-aggressive players can be stopped by smart players, but intelligent ganks on unsuspecting players can win games.

2) Making the game more static detracts from the highly aggressive way the game is supposed to be played. It leans closer to Summoner's Rift and makes the game last longer, which is counter productive to the fundamental idea of the map in the first place.

3) Farming is important, but shouldn't be AS important in a game where fighting is supposed to take place all the time.

"I -hate- these altars! What is this, Dominion!?

First of all... thats not a "dominion" capture point. You simply stand on it. You aren't committed to a capture animation and can even lock the point while attacking. The altars are a step up from having your buffs be based on jungle creatures. Why? Because those jungle creeps are easy to take, and only makes the game more even and static. Thats why normal Jungle Creeps are relatively useless other than for farming as a jungle. Remember, we're trying to get -away- from that idea of gameplay while not completely making it a feeding frenzy, like dominion.

By having altars, you're rewarded for doing your job and making sure you capitalize on everything your side of the map has to offer, -BUT- there is a High risk and reward proponent of the map by having another altar able to be taken. Do you wanna risk a teamfight to get 10% AP and MP? They can see you, so it's obvious you're impeding on their territory. Adding this component to the gameplay only propagates more fighting and aggression over stability and defensive playstyles.

First off, what makes you think this game is "supposed" to be played more aggressively than other maps? It had the same level of aggression as, say, Summoner's Rift, and that was fine. It was a smaller version of Summoner's Rift to begin with. THAT was what it was "supposed" to be.

Secondly, you also say the game is "supposed" to be more about team fights than laning and money gaining. Honestly, have you even watched the tournaments for Summoner's Rift? You said that laning and farming makes it more like SR, and makes the game longer. Our last tournaments had split-pushing and shadow games over straight laning that brought Korea all the way to the championships. WHAT MAKES YOU THINK THAT YOU KNOW WHAT THIS GAME IS "SUPPOSED" TO BE LIKE? What makes you think that this is a map where "fighting is supposed to happen all the time?"

Thirdly, the only thing that made the old TT last as long as SR was the poor placement of the spawning portal. It was too close to the last turret. If they would have put the turret on the other side of the nexus, it probably wouldn't have been that much of a problem. Most games would have been a LOT shorter, and you still would have had a chance to defend without the turtle head effect.

Fourthly, the new capture points ARE like dominion, and here's why: every minion you kill after you capture one point gives you 4 more gold. That means the "easy-to-kill" neutral minions give you 36 extra gold base, and they spawn a couple times for you to kill before the enemy team can capture it away. Then there are a few waves of minions who each give you 24-28 extra gold, base. So if you have both points, you can jungle 10% faster or more, and you have a 10% bonus in team fights, which snowballs you to victory. If this does not encourage the chaotic, constant teamfight aspect of Dominion for you, you're doing it wrong, and you'll lose.

Fifthly, roaming the jungle would be much more productive if there was MORE jungle to roam, rather than having all the creeps in one collective spot, which means your jungler will notice ANY gank before it comes into play. So does this encourage ganks? No. It encourages more people in the jungle, taking away from laning altogether. It encourages going out of turret range with multiple people only if the enemy team gets a jump on you from the first encounter for cap points.

Sixthly, and Most Importantly:

None of the things you have said has anything to do with the REASON the multiple petitions exist on the forum right now. Regardless of your OPINION, thousands of people have signed petitions saying that the FEEL of this game is not a Twisted Treeline game. And if this is what Riot wants to make the new Twisted Treeline feel, we don't want it.

 
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Squallian ?? Member
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10-27-2012

Quote:
Originally Posted by Haeval View Post
First off, what makes you think this game is "supposed" to be played more aggressively than other maps? It had the same level of aggression as, say, Summoner's Rift, and that was fine. It was a smaller version of Summoner's Rift to begin with. THAT was what it was "supposed" to be.

Secondly, you also say the game is "supposed" to be more about team fights than laning and money gaining. Honestly, have you even watched the tournaments for Summoner's Rift? You said that laning and farming makes it more like SR, and makes the game longer. Our last tournaments had split-pushing and shadow games over straight laning that brought Korea all the way to the championships. WHAT MAKES YOU THINK THAT YOU KNOW WHAT THIS GAME IS "SUPPOSED" TO BE LIKE? What makes you think that this is a map where "fighting is supposed to happen all the time?"

Thirdly, the only thing that made the old TT last as long as SR was the poor placement of the spawning portal. It was too close to the last turret. If they would have put the turret on the other side of the nexus, it probably wouldn't have been that much of a problem. Most games would have been a LOT shorter, and you still would have had a chance to defend without the turtle head effect.

Fourthly, the new capture points ARE like dominion, and here's why: every minion you kill after you capture one point gives you 4 more gold. That means the "easy-to-kill" neutral minions give you 36 extra gold base, and they spawn a couple times for you to kill before the enemy team can capture it away. Then there are a few waves of minions who each give you 24-28 extra gold, base. So if you have both points, you can jungle 10% faster or more, and you have a 10% bonus in team fights, which snowballs you to victory. If this does not encourage the chaotic, constant teamfight aspect of Dominion for you, you're doing it wrong, and you'll lose.

Fifthly, roaming the jungle would be much more productive if there was MORE jungle to roam, rather than having all the creeps in one collective spot, which means your jungler will notice ANY gank before it comes into play. So does this encourage ganks? No. It encourages more people in the jungle, taking away from laning altogether. It encourages going out of turret range with multiple people only if the enemy team gets a jump on you from the first encounter for cap points.

Sixthly, and Most Importantly:

None of the things you have said has anything to do with the REASON the multiple petitions exist on the forum right now. Regardless of your OPINION, thousands of people have signed petitions saying that the FEEL of this game is not a Twisted Treeline game. And if this is what Riot wants to make the new Twisted Treeline feel, we don't want it.
As a precursor... Seriously, why would you quote an entire word document. Your just cluttering this page up. Please edit your post and remove the quote. You didnt even single anything out. :/

Your first point:

Quote:
What can we expect from the new Twisted Treeline?

The new Twisted Treeline will feature the same high-intensity combat as its predecessor, with a strong focus on champion vs. champion combat. Look for a greater emphasis on ganks and team fights, and a shorter overall game length.
This is quote from the Red in the TT2 faq. End of argument.

2nd:

Yes, I watch them. They have a high emphasis on creep score, and for the most part, first blood doesnt happen for a long time. This map is the opposite while keeping a laning presence unlike Dominion. It's, put simply, a hybrid of a SR match and a Dominion match, without true capture points.

3rd:

I partially agree. However, even without turtling, most games lasted roughly thirty minutes on average. The TT match in the UI for the game said it was supposed to be "15-30" minutes. If it were supposed to last 30 minutes on average, the UI would have said "25-40" minutes. And that average puts you closer to the length of an SR match.

4th:

You're right, partially. The dominion "aspects" do not make the game exactly like dominion, or even close. Just because there are capture points doesn't mean that you should instantly go comparing the two. You don't -have- to have both capture points to win. It just makes it easier. Its a more balanced approach to capturing jungle buffs. At least now you know when someones going to take your buff. In old TT, you had no clue without a wriggles, and even then they could wrap around the back of jungle and take your side of the buffs anyways. Oh, and even further, when someone began having jungle control in old TT, it was VERY hard to lose it. Now all it takes is seeing it on the mini-map and *****-slapping them for over-extending into your side of the jungle.

Given, however, that it is easy AT THE MOMENT, to take the other team's altar if you go in as a group. I feel that that isn't the proper route to take. However, that problem isn't intrinsic to the maps idea, its simply a fixable issue.

5th:

I agree. I dont feel jungle is as productive as it should be at the moment and even expressed so in my OP. Thank you though. I disagree with your reason why, though. No jungle camps are set next to the bushes near speed buff, and I don't see how you can say the enemy jungle would notice you encroaching into the other side to wrap around and go bottom.

Unless, of course, you mean to go top, in which case, yes, I agree it is hard to gank top with a jungle without being seen.

And again, taking away from the laning phase was the entire point of this new map.

6th:

This was always the goal of twisted treeline, bro. If you want another 3v3 farming map, it shouldnt be anything like the old twisted treeline anyways. The old map was broken on various levels. If you want another 3v3 farming map, make petitions asking for a new 3v3 map altogether, not bashing the new map and asking for the old, worse one back.

Thanks for reading.

EDIT: Nvm, you already edited it. Thankya.

 
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Haeval ?? Senior Member
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10-27-2012

I just cut out the parts of this last post that I wanted to reply to:

Quote:
Originally Posted by Squallian View Post
As a precursor... Seriously, why would you quote an entire word document. Your just cluttering this page up. Please edit your post and remove the quote. You didnt even single anything out. :/

Your first point:



This is quote from the Red in the TT2 faq. End of argument.

2nd:

Yes, I watch them. They have a high emphasis on creep score, and for the most part, first blood doesnt happen for a long time. This map is the opposite while keeping a laning presence unlike Dominion. It's, put simply, a hybrid of a SR match and a Dominion match, without true capture points.

6th:

This was always the goal of twisted treeline, bro. If you want another 3v3 farming map, it shouldnt be anything like the old twisted treeline anyways. The old map was broken on various levels. If you want another 3v3 farming map, make petitions asking for a new 3v3 map altogether, not bashing the new map and asking for the old, worse one back.
That red quote (which I didn't know about) is all good, and might seem to "end the argument," but that just brings up another part of this. How many people played the old TT because it was just a smaller version of SR? I did. I know that 80% or more of my fiends list did. We liked the laning/skirmish feel of SR, but not the team sizes or map size.

http://na.leagueoflegends.com/board/....php?t=2732139

So, in response to that, I have made a new petition, which really would be unnecessary if they just brought back the old TT as an alternate map, and maybe changed the final turret positioning, or something. Maybe thickened a couple walls.


To be honest, in response to the other point (6th), I feel that the old TT had fewer things to fix than the new one. All of the things you had problems with and addressed in your original post combined to make the game at least as chaotic as Dominion, and encouraged tanky ad champs to dominate the game even more than the old, "broken" TT map.

I think bringing back the old map, as a different map, is more viable, provided they fix a couple things, than even making the new TT fit the role they were aiming for....

Oh, EDIT: About the similarity to SR. A smaller map encourages first blood rather early. Regardless of how long it took to get first blood in tournaments (Because sometimes tournaments only had 5 or 6 kills. Feints and encounters with lots of fighting, but no kills were common.), Twisted Treeline ALWAYS had first blood in the first few minutes, in my experience. It was not similar in that respect to Summoner's Rift, and I liked it all the more for that.

 
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Squallian ?? Member
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10-27-2012

Quote:
Originally Posted by Haeval View Post
I just cut out the parts of this last post that I wanted to reply to:



That red quote (which I didn't know about) is all good, and might seem to "end the argument," but that just brings up another part of this. How many people played the old TT because it was just a smaller version of SR? I did. I know that 80% or more of my fiends list did. We liked the laning/skirmish feel of SR, but not the team sizes or map size.

http://na.leagueoflegends.com/board/....php?t=2732139

So, in response to that, I have made a new petition, which really would be unnecessary if they just brought back the old TT as an alternate map, and maybe changed the final turret positioning, or something. Maybe thickened a couple walls.


To be honest, in response to the other point (6th), I feel that the old TT had fewer things to fix than the new one. All of the things you had problems with and addressed in your original post combined to make the game at least as chaotic as Dominion, and encouraged tanky ad champs to dominate the game even more than the old, "broken" TT map.

I think bringing back the old map, as a different map, is more viable, provided they fix a couple things, than even making the new TT fit the role they were aiming for....
Right, but if theres more problems to fix, its because they had to completely overhaul the old map to try and tailor it to what they wanted, and that's understandable. I also personally feel that not having the diversity in maps kills the competitive experience, and in fact, the point in having a smaller laning map would be diminished as a whole. The 5v5 map will always outshine the 3v3 map competitively by sheer stereotype. If you want a competitive 3v3 map, this has to be it.

I think that a laning TT should have been a 3 lane map, personally. 3 one on one lanes with jungles inbetween and they all converge on a single turret line in the end. You'd still have to have similar team compositions, however it creates a more CS and laning emphasized experience, much like an SR map. Itd look something like:

_____ _______
NEXUS--<------------->NEXUS
------------- ------------

 
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Haeval ?? Senior Member
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10-27-2012

Quote:
Originally Posted by Squallian View Post
Right, but if theres more problems to fix, its because they had to completely overhaul the old map to try and tailor it to what they wanted, and that's understandable.

I think that a laning TT should have been a 3 lane map, personally. 3 one on one lanes with jungles inbetween and they all converge on a single turret line in the end. You'd still have to have similar team compositions, however it creates a more CS and laning emphasized experience, much like an SR map. Itd look something like:

_____ _______
NEXUS--<------------->NEXUS
------------

I like 3 lanes, but the only problem with this idea is that you no longer can have supports/tanks as an option. Everyone would have to go tanky assassin, tanky mage, or tanky ad. Half of the game strategy in laning requires a 2-on-2 focus. 1 on 1 will either screw one or two of your members over on any kind of ganks, or make turrets indefensible in those lanes.

 
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Squallian ?? Member
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10-27-2012

Quote:
Originally Posted by Haeval View Post
I like 3 lanes, but the only problem with this idea is that you no longer can have supports/tanks as an option. Everyone would have to go tanky assassin, tanky mage, or tanky ad. Half of the game strategy in laning requires a 2-on-2 focus. 1 on 1 will either screw one or two of your members over on any kind of ganks, or make turrets indefensible in those lanes.
Supports don't necessarily belong in TT anyways... And as far as tanks go, most of them do enough damage to survive a lane against even a decent assassin/adc, and then they would have a better team comp at the end of the game than the other team. It simply makes it completely lane vs. lane. Noones coming to help you, and Teamfights wont start until the end of the game anyways. If theres gonna be a gank, its from someone whos winning their lane. So I think it'd balance out in the end if done correctly. But anyways, this is stuff better served for your other thread, not this one.

 
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Squallian ?? Member
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10-27-2012

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