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Originally Posted by Aerophobia
1. altars- the whole altar situation is a complete mess and are the worst possible idea ever invented. They are dominated by bruisers, they are too strong,they cause MAJOR snowballing, they just plain never worked out how you wanted them to work out, they derive from the gameplay of the map and become focal points of the game. This isnt dominion, i don't want to be focusing on capturing altars or else losing the game. If i wanted to capture something id play dominion. Without the general annoyance of them just being focal points of the game, they do give too much and are unbalancable and frankly have no place on this map. They take any feeling that the new map could be related to the old map and just sucks them into hell. They are the devil of this map.
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IMHO, the altars are an intresting concept which I neither love nor hate. I think that they are a good way of providing an incentive to teamfight and take risks. The altars however aren't a focal point of the game. Gaining control of two altars only provides a small bonus to your total damage output and unless the enemies are aced, going in for an altar capture on the enemies side can prove to be a risky move.
Quote:
Originally Posted by Aerophobia
3. walls,movement around map- All the walls removed in the middle and the top area of the map being nonexistant is boring and too easy and predictable. Theres no get away paths, no variety, just one path through through the middle of the map and if you get stuck on the other side you are dead. No exploration, no where to go. Too many open areas out of the jungle and not enough walls. No variety=no fun
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While I can agree with this the old Treeline map was somewhat the same. The top jungle's escape path mostly consisted of brush juking and having a dash in your skillset and escaping from the bottom jungle was fairly predictable. Sure the old map had quite a bit more walls but half of those walls gave too much of an edge to champions with a dash ability.
The new map's design is alot cleaner and easier to follow. Whether or not this is "boring" is entirely subjective.
Quote:
Originally Posted by Aerophobia
4.Vilemaw- The new boss is cool and all but once again problems come back to bruisers. They have the easiest time soloing or just team taking it down and when they already have a bunch of other advantages on the map this is a problem. If you even try playing a support or something else besides a bruiser your damage output is gonna be poop and your tank taking all the damage up front from vilemaw is gonna be getting hit pretty hard. Also as i mentioned above the top area with vilemaw is lonesome and boring like the middle of the map. Just 1 path walking through, no complexity whatsoever. Every time i think about this i just feel like riot is trying to dumb down they map like how they dumbed down katarina with her remake.
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Unless you are ultra fed, good luck solo'ing vilemaw before 15 minutes unless your champion has some serious minion damage output. Usually taking Vilemaw as a duo is the most efficient way to do it as you can halve the damage output of Vilemaw to a single target.
I definetely agree that the top area of the map could use some more flair however as one big mob and a walled off area whose purpose is to either bait enemies in or set up an agressive gank doesn't exactly seem too awesome.