What i feel the game can learn from twisted treeline
As it stands twisted treeline is a prime example of a poorly balanced meta/map combo.
Twisted treeline has become a map lost in time do to its general disconnect with the player base and for that reason has become subject to little change and is infact a prime collateral damage map for any and all meta changes.
For example: taric/ master yi, twitch, xin zhao, etc. (insert support/ carry combo and it kinda works)
and primary reason for these problems is the map design. The jungle is really unsupportive of ganks, as both sides of the map have to commit to a red buff level invade to get into a good spot, leaving it better to just power farm and pray no one feeds. But this also causes things like hyper carry- support duo where one person eats any and all gold and avalanches a game to be powerful to rival a category 20 hurricane
"why jungle or lane when you can just support the jungle and dive the laner?"
If the game was balanced for these type of things i think they could be great ways to inspire strategy but the fact is that some champions are too good at said thing, point and click or aoe invul really just doesnt have intuitive nor active counterplay to it making it impossible to balance in a current state.
Alongside this the map generally has other problems, primarily around objectives and overall chock points, alters are semi-worthless and only worth going for if uncontestable meaning they only really can benefit the team thats curb stomping not the other way around. And with the healing pad being a semi- worthless heal boost in a small area that a majority of players forget exists, its really just again; beneficial to the person that can maintain a solid lead.
so to quickly iterate overall problems, i wanna state the following: Map pressure Chock points Jungle routing and pathing is worthless Its way to risky to do anything meaningful unless your at an unstoppable point There are too few meaningful objectives There is too little to do when behind There is no way to turn a game around without misplay Specific strategies dominate the meta (not even just like 60% wlr strats im talking like 90%)
Theres no skill orientation! (The map is so dull that theres nothing a good player can do a semi- good player cant do.)
The design of the map is outdated (textures) The meaningful items are too good and the less meaningful ones dont exist "what's an OhmWrecker?" The brush placement in the map is god awful, i mean you have no real counterplay without wards and theres a bush at every choke point. i recommend one ward per person, no control wards and a worse scanner (maybe 1 ward kill only?)
The way the towers are set up really just doesnt let you play the game....
But i don't want to stop there im hoping to flesh out a relevant map design and post it somewhere (ill send a link in a "new" post).
Reasons this is relevant
League as a game will struggle to maintain relevance even through its constant change due to age only relying on one map, sure maybe in pro-play but the map's general change isnt frequent enough for people to maintain overall interest in the 5v5 gamemode at a consistent "o yea i cant wait to play only summoners rift for a year!"
there needs to be more to the game, more options, more gamemodes more often if not all the time for people to feel refreshed now a days, leagues will fallbehind newer games because mobas are in short, just mobas. Sure you can keep there just relatively casual but they still need to be there regardless.
Anyway thanks for reading, i hope this gets somewhere because i feel like its a push the game needs to really get some umph back. Remember to upvote, stay positive, feed in my ranked games and let me blame you for my mistakes! Redlink29 out!
(this was made in a notepad. dont flame me for the format) [sg-lulu]