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League of Legends Community > Maps and Modes > Twisted Treeline
Constructive Criticism

 
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PurpleURP ?? Senior Member
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11-05-2012

Problem: The buff for having two altars is too powerful. The game becomes more winning early game and camping the other teams jungle to get their altar. Once you have both altars, it makes it way easier for the team that's already ahead to stay ahead.
Problem: The Vilemaw just hangs out most games, and some games teams don't even bother to go for him since he takes so long to kill and its so obvious when you are going for him. He's a really cool new addition to the map, but the buff and the gold aren't so good as to make him a high priority, the buff from having two altars is easier to get and more powerful. Also, since he's so hard to take down, requiring at least two team members, he's very risky to attack.
Solution: Switch the buff you get from killing Vilemaw and having two altars, increasing the value of killing Vilemaw and decreasing the potency of having both altars, if just slightly. Also, bump the gold for killing him back up to 280. These two changes would make the game much more balanced with an easy fix.

 
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Exqzr ?? Senior Member
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11-05-2012

All this and bring back the old map

Quote:
Originally Posted by PurpleURP View Post
Problem: The buff for having two altars is too powerful. The game becomes more winning early game and camping the other teams jungle to get their altar. Once you have both altars, it makes it way easier for the team that's already ahead to stay ahead.
Problem: The Vilemaw just hangs out most games, and some games teams don't even bother to go for him since he takes so long to kill and its so obvious when you are going for him. He's a really cool new addition to the map, but the buff and the gold aren't so good as to make him a high priority, the buff from having two altars is easier to get and more powerful. Also, since he's so hard to take down, requiring at least two team members, he's very risky to attack.
Solution: Switch the buff you get from killing Vilemaw and having two altars, increasing the value of killing Vilemaw and decreasing the potency of having both altars, if just slightly. Also, bump the gold for killing him back up to 280. These two changes would make the game much more balanced with an easy fix.

 
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Eurius ?? Member
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11-05-2012

Vilemaw's buff is silly. We went to go for him but discovered all 3 of the enemies alive and well-- with the buff. After a quick teamfight where I was the only survivor (as Jayce), we realized that even though their entirely tanky team had buffs (and a bit more feed), we won (and we didn't even own both altars)

 
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TehWhiteMage ?? Senior Member
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11-05-2012

I believe the altar buff is fine the way it is. A guaranteed 90 seconds of +10% AD/AP makes them not only worth capturing but an objective that has a great incentive for teams to contest and the short buff time adds to the intensity of the map.

As for TT being about early game... Isn't that the point? TT has always been much faster and quicker than Summoner's Rift. You can still play a team built for the late game but a strategy like that will always be at a disadvantage if your opponents build for an early game advantage.


Quote:
Originally Posted by Eurius View Post
Vilemaw's buff is silly. We went to go for him but discovered all 3 of the enemies alive and well-- with the buff. After a quick teamfight where I was the only survivor (as Jayce), we realized that even though their entirely tanky team had buffs (and a bit more feed), we won (and we didn't even own both altars)
This could be more of an issue with player skill and positioning then the buff itself. Its not terribly difficult to throw a game when you're ahead.

Honestly, it really depends on what your team composition is to put his buff to use. Improved health and mana regen is great on everyone but 20% CDR and increased attack speed isn't as strong across all champions as say a flat AD/AP boost that Baron gives you.