Twisted Treeline discussion thread

Karates··4 votes·910 views

This preseason I have played around 50 3v3 flex games which I quite enjoyed and these are my opinions/ suggestions to this poor neglected map. I ended up with that shiny platinum 1 8^)

Altars

  • I think that the altars don't do much and aren't worth contesting/ fighting over. 10% movement speed isn't worth getting chunked or dying over and +1% health/mana per cs isn't worth risking an invade going wrong. You only really bother with altars when they first come-up or if you have killed two enemies so there is negligible risk in taking the enemies.

  • Replace the health relic with another altar. The only time the relic is taken is to either deny the enemy of using it or if you just happen to be running from a bad invade and it's there allowing you to survive.

Towers

  • The new towers that they added removed ganking from early game minus a few champs like Zac, RekSai or Vi since they can gank through the walls.

  • tower resistances should scale with the games length because at around 15 minutes, you can destroy them faster than you can say 'George Bush did nine eleven'.

  • Lastly, the nexus tower although it is very strong (Which I like) I think that you really do need two towers that are slightly weaker that way the base can focus two targets instead of one making it more efficient to defend.

Jungle

  • Junglers typically start by doing three camps while staying full HP the entire time. Then they either sit in the middle brush to prevent invades or go sit in a lane to soak XP since effectively ganking or invading is borderline impossible. After about 30 seconds of that, you take your altar just for the 80 team gold then base. Rinse and repeat until a tower is able to be taken. Then you can finally do something to open the map meaning that you can gank much easier.

  • Vilemaw is such a good epic monster. I say this because she is harder to kill than baron and can't be solo'd very well, coordination is required or you die.

  • The Vilemaw buff is to strong for the wrong reason, and it doesn't alert the opposite team that you got it. First the buff should be called 2sp00ky (empowered minions fear opposing minions resulting in them dying substantially faster) and second it should make your team stronger so you'd want to fight, but instead it just makes you want to play safe and let the minions push.

  • Remove altars, add a strong camp/buff of some sort. I know this probably sounds bad, but I think the altars need to either be buffed or replaced with something worth fighting for. Nobody wants to risk dying for 10% movement-speed, other than maybe Hecarim

Base

  • You either have to flash or use a movement ability to defend your nexus tower after respawning/basing. The fountain should be pushed farther back but also open outwards like on summoners rift. This also helps stop some cheesy nonsence like blitz pulling you from base as soon as you spawn or being instantly vaporized by viktor or any burst mage while they're perfectly safe over the wall.

Teemo

  • Needs a cap or a TT only balance change (cooldown/mana) for shroom placement. He can seal you out of your jungle with ~3 shrooms if he's ahead.

  • Need a better way to mine-sweep other than send your tank into basically the Vietnam jungle filled to the brim with deadly toxic poison traps.

Feel free to either refute my points or add your own, lets make twisted treeline relevant again [slayer-pantheon-thumbs] I apologise for any spelling or grammatical errors, I tried my diddily darndest

7 Comments

HKT Saber3 votes

Totally agree except the teemo part teemo isn't that strong other than being able to gain vision in brush(s) in TT

Karates1 votes

[{quoted}](name=HKT Saber,realm=NA,application-id=3ErqAdtq,discussion-id=6mi3kwXt,comment-id=0000,timestamp=2016-12-06T11:31:56.581+0000)

Totally agree except the teemo part teemo isn't that strong other than being able to gain vision in brush(s) in TT

I'm not saying that he's super strong. I just think that his map control is very high on this map and that becomes very annoying if he gets ahead. The jungle paths being small doesn't help either imo

Lovelle1 votes

{quoted}

I'm not saying that he's super strong. I just think that his map control is very high on this map and that becomes very annoying if he gets ahead. The jungle paths being small doesn't help either imo

Not only that, but Teemo can stall games like no other. He's one of the few champions that can turn a 15 min game into a 30+ due to how well he stop pushes and invasions.

Tentacle Advisor1 votes

I agree with all your points. The one I agree with the most is the one you made about how, as the jungler, you really only have the opportunity to take the 3 camps, and then practically base immediately afterward. (Unless you're someone who can jump over walls or you're Maokai)

The 2nd tower implementation, in my opinion, was a good idea. But it did cut out a jungler's early game interaction opportunities. So it's kind of an odd case of 'we needed this, but not at this cost.'

I've never risked my life for the Altars. (Even before they changed the effects.) I always felt I was better off killing a wave of minons and letting the lane push, than possibly dying at the altar(s) and losing both them and the lane pressure. So, I agree, the altars need a buff or effects change to make the incentive of capturing them more worthwhile.

The Vilemaw thing (the point you mentioned about it NOT warning the enemy team) is annoying. I mean, there are many games where you just know that the enemy team is going to get it, but there is no way to prepare yourself to defend against the buff during those times they get it without your knowledge. (i.e. during a time where it wouldn't be such an obvious choice for them) The minion 'fear' buff thing was always odd to me. i never felt any real power from the buff, whenever I decided to get it. I just felt like I had a free Banner of Command passive which isn't too exciting.

The base thing is definitely something that I can agree could be looked at. A single tower is nowhere near enough to defend against an onslaught of minions from both sides of your base (assuming your enemy team destroyed both inhibs) and it's definitely not enough if the enemy has Vile buff. What I hate most about the base on TT is that long circle you have to make to actually leave your fountain. Although, it's more of a concern when you're on the losing side of the game and are defending. Basically, all I'm saying is that there needs to be better options for base defense when you're losing. (Especially if you're losing hard.)

Teemo's shrooms? I would appreciate it if they'd cap his 'placed shroom' count. It's bad enough that the only 'safe' way to remove his shrooms is through use of that loooong cooldown trinket active, but even that isn't reliable when even after clearing a few shrooms, you can still expect that the map has like 4 more scattered elsewhere. Besides, I look at it this way: Why is it such a big deal having stealth detection in TT to the point where it's removed and placed on a trinket active, but Teemo is allowed to have free vision on a Map that is supposed to lack vision options, due to its small size? I'm not saying Teemo is broken on TT because he isn't, but he is fairly oppressive. (Same goes for Shaco, but that's another story for another time.)

Paladin of Faith1 votes

Very good post, I think these change could make Twisted Treeline an actually fun and more competative gamemode that people can take serious. It would be fun to finally have something else next to Summoners Rift and ARAM.

I recommend that you repost this on reddit since this is a good post and reddit has a bigger audience than the forums. :)

Karates1 votes

[{quoted}](name=Paladin of Faith,realm=EUW,application-id=3ErqAdtq,discussion-id=6mi3kwXt,comment-id=0002,timestamp=2016-12-06T23:59:18.403+0000)

Very good post, I think these change could make Twisted Treeline an actually fun and more competative gamemode that people can take serious. It would be fun to finally have something else next to Summoners Rift and ARAM.

I recommend that you repost this on reddit since this is a good post and reddit has a bigger audience than the forums. :)

I posted this on reddit. But it just got downvoted :D

The Sword Saint1 votes

The second towers aren't there for the laners, they're there for the junglers. If you played 3v3 long enough you'd know that without those towers the dominant strategy is to take a 2v1 lane instead of a jungler, push to tower, and then invade and rek the enemy jungler nonstop. This strategy made junglers obsolete on 3s because of how safe and reliably effective it was against teams that took a jungler.

I'm not going to get into all the rest. The only change I really care about for 3s at the moment, as someone who has played thousands of ranked and unranked 3s games since season 2, is for riot to do something about adcs and duo lanes going top in the current meta. It's no longer the jungler invalidating auto win it once was but it still exists to reliable and safely punish the other team for daring to play a real top lane champion in 3s. The weaknesses of these cheese comps do allow for the enemy team to defeat them in the mid game if they don't execute their advantage well enough early to either win or make it to late fast, but they only have one small window where the other team is supposed to fight back - and thats in the midgame with a starved toplaner. It's pretty bullshit and needs to go.

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