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Originally Posted by OnlyBotLane
First thing I want to talk about on the new map is that it feels very snowbally. In all the games I've played I have only had 2 close ones and of those 1 was because the other team hadn't really figured out how to play the map yet and didn't push their early game advantage at all so it allowed for a comeback. Every other game I have had 1 team has taken control of the jungle at level 1 with a stronger level 1 teamfight or by ambushing, gotten a kill or two or even an ace and taken both shrines and after that the team who got the level 1 advantage just farmed the enemy jungle instead of their own all game and controlled both shrines the most of the time. Taking 1 3rd of the cs from the other team and getting so much extra gold per minion kill really leaves no chance for the team that is behind to get back in the game, especially when turtling is almost impossible unless you went for some crazy urgot, blitz comp lolol.
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I do agree, it seems reasonable for the altars to be opened minutes after the game has started (5-7 min range imo seems fair). However, my only reservation about this is that is just the mechanics of the map making it a problem or is it the people just playing bad? Of course it’s a balance of both to me, I mean there has to be a longer delay in the altars opening up but would this situation different if people understood the map better? Just fruit for thought because when I discussed it with Sam on and off camera when we made the video, some of the problems are due to the fact that the map is just so new and offers different mechanics. But I also understand this is why people don’t like it because the different mechanics turned from improvements to a removal from the old tt for some people.
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Originally Posted by OnlyBotLane
2. The Altars aren't interruptable except by standing on them. Don't really need to explain this one. If you have to stand right next to someone it pays to be tanky. It would be nice if AAing the other team interrupted capping for a short period.
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Certainly a bad tradeoff, but what could alternatives of interrupting would be feasible for the defending team? I mean, if u let them poke and interrupt the capture (say a jayce E + Q) then a team with a strong poking ability can just poke people down from a distance without laying a foot onto the altar. Would maybe a reduction in defensive stat when they stand on the altar be a good idea?
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Originally Posted by OnlyBotLane
3. It is far easier to gank lanes on the new map. Because of the new layout with more paths going to lane from the back of the lanes and removal of wards ganking is easier than ever. For the same reason that Tanky DPS champs go top on summoners rift they also excell here. The lanes are long from the towers and it is easier to escape a gank if you are tanky and have dashes/escapes.
Also removing wards removed a lot of layers of play. Before a team who knew the map better and knew where to be a what objective to do and also kept tabs on the other team while doing it could win against a team who was better mechanically… It feels to me now that instead of using strategy and understanding to win it is mostly the team who teamfights better wins.
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I believe you just pointed out the tradeoffs no wards bring to early and late game. Early game, it is easier for a jungler to gank. You can’t realize your getting ganked until someone like shaco just wtf poofed you and u are just running for your life. But at the same time late game it dosen’t add to the element of surprise because well. where else could they be? Vilemaw is certainly a possible answer, but not everybody (at least low elo players like me) goes ahead and kill it. You are right about that, and I hope riot has already taken note of this trade off.
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Originally Posted by OnlyBotLane
The new walls also remove cool aggressive flash ambushes which were always lots of fun. I have lots of great memories of waiting next to wraiths with my team baiting the other team into starting a teamfight and then flashing through the wall and unleashing my Malphite/Morgana/Kennen ult on them and cleaning up ... Now all the walls are too thick for that kind of play and flash doesn't go over most of them. (this issue you can have an opinion either way but I just found myself using flash more aggressively than defensively.
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The wall that’s next to the nexus is justified for being thick, I mean flashing through the wall and backdoor the nexus is truly a problem on old tt. Thank you for your feedback OnlyBotLane, don’t worry bout the length, pretty concise and a good read when I’m not paying attention to my history class lol