Quote:
Originally Posted by Volibar
Hi all, just wanted to drop by and say a few things. To start off, we certainly have been reading this thread and watching it over the past few weeks. I haven't been posting here because I wanted to see the overall sentiment from around the community about the new Twisted Treeline after people have had a chance to play it and experience it for themselves in a meaningful way.
I've also addressed some of TT topics on our Reddit AMA we did a few days ago, but I'm happy to discuss here as well
When we started looking at Twisted Treeline really intensely earlier this year (around the start of 2011), there were many issues that the community had identified. Among the worst were turtling, the meta being pretty stale, and there were a pretty big number of exploits that had way too much of an effect on the game. (You probably already know this, though.)
So, when we sat down to try and solve the problems, the solution space we started in was small - can we make a few simple changes here or there? What if we make a few item changes, etc.? Those helped, but ultimately we started expanding what we tried, but at the same time we were seeing better resolution to those problems. We adjusted the layout, sometimes making small changes, sometimes trying things we thankfully didn't ship (and we tried a TON). In the end, the map we created and all of the changes that have come with it was our answer to the problems that have plagued the map for a very long time. Our goal has and will always be to allow the fast pace, high action, small team feel that TT should represent to flourish.
As for the fate of old TT, right now we have no plans to add it back into custom games. we wanted to make sure that we don't split the focus of our players for each game type. For the same reason we probably won't ever create a 5v5 map that's really similar to Summoner's Rift, we didn't want to split the TT community between two maps. There's really no winner in that scenario, as there are two maps to support, two metas to maintain, and overall a really small delta between the two. We'd rather have you and our teams focused on one, working together to make it great as opposed to two, having neither of them living up to their full potential. If competitive TT is also going to take off, having two maps, even in custom games, is detrimental.
Let's be clear though, this is still Twisted Treeline. It is a bit different and sometimes change can be a little disruptive, but when we took a look at what we had on our hands after thousands of playtests, we wanted to release the new TT to you and get feedback as part of our Beta process. That's still ongoing, and we're going to continue to listen to your feedback and make changes going forward, ensuring that TT has the support it deserves.
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what are these exploits? i have never really seen them. the walls for blinking was very fun becuase if you could blink over the wall good, then they might flash over in a different section and chase you back to thier team, which was so fun for both parts. I also feal like you completely killed the jungle. Before you could take down dragon with a full team without being hit down to 1/3 health on all players so the other team could come in and get an ace.
Also the jungle now just feals so small. Before i could play teemo and at level 4 start taking top left (right) and jungle creaps and the mid left (right creaps) which improved my lanes. also you could set wards up which would warn you if a 3v1 is comming, which is not fun at all. Also red buff and dragons buff being replaced by vilemaws buff is pretty bad, as the wilemaws buff is pretty OP, especialy if the team has snowballed from controling both alters all of the game.
This brings me to the alters, 4 gold for holding 1 is ok. But +10% ad/ap for both? basicaly if you control both when your level 18 its gg becuase that extra ad/ap could mean another 40 ad for a carry for another 90 ap for a ap carry. which is insanly OP