ADC's are mandatory, and that bothers me as TT fan

DemoGuide··3 votes·711 views

I rarely play TT, but i noticed that after Marksmen Rework a lot of more ADC's are getting picked. And ADC's are pretty well known as a fun runier class, because facing ADC as melee is terrible experience. For me, TT always was a map of bruiser/mage fight, and playing against ADCS feels too same to SR.

So, can we do something to distinct TT from SR? Right now the only key difference is Gold Gen, which requires you play early game much smarter and pick more early game oriented champs, or stall it really long till the late game.

10 Comments

IA9hRfpP5q3 votes

or you can go cancerous double heal bot late.

Sona + Soraka Nami + Soraka Nami + Sona

Its freelo.

AkabaneKun3 votes

That's what you get when you put two turrets in a single small lane and call it a day, two turrets right beside one another, the lane barely fits the wave and two champs, it's the wet dream for any ranged champion, they can poke you when you try to farm in your turret, they can go to their turret with two steps while a melee can't do shit. Before if a ranged decided to play TT he would be destroyed if he got out of position in lane now the map is a clusterfuck and there's turrets everywhere, that's why shit like Illaoi and rangeds are being spammed on the map.

Sohleks2 votes

Since they made the lanes so short by adding more towers being ranged became a larger advantage. Incidentally the same kinda champions are good at taking those towers.

The bot lane space is so tiny it's unbelievable. The only way to work in that lane is to have ranged harass and waveclear. It's also generally impossible to gank less it's a straight dive later or the laner is literally under the enemies tower.

But I'm not sure going back to the gigantic map open lane design. I didn't play TT at the time but I heard the dominant strategy was you had to duo lane top for map into jungle control basically.

The game as a whole just has fundamental problems with ranged vs. melee 1v1 lanes (as you can see in 1v1 tournaments). SR gets around this with the greater scope of the game and higher number of players allowing more specialized classes in via top lane. Overall though on 3v3 you still just need the "strongest" classes.

DemoGuide1 votes

So true. Also adding towers screwed junglers pretty hard - they clear their jungle in 20 seconds and 55 they just wait for respawn, because ganking is almost impossible.

JustJayson1 votes

I will admit you do see some AD carries top lane, but you can take advantage of that with CC. Something like a rek'sai, Maokai, tahmn kench and trundle can punish an AD carry from the jungle. The power picks are very different on TT. Things that work on SR will not always do so in TT

GundayMonday1 votes

ADCs huh?

Rammus OK Khazix Rengar MasterYi Zed Pantheon

You've got options.

DemoGuide1 votes

while most of the melee champions can have a safe lane against other melee, more than a half of melee roster is unviable against adcs.

GundayMonday1 votes

Do you play TT? There isn't really a laning phase that lasts for more than a few minutes. No vision, and tiny map makes it so champions with mobility, and kits designed to delete ADCs, don't care about the laning phase. Savvy?

ZT Xperimentor1 votes

Marksmen have practically been irreplaceable across the entire game since season 2 . . . season 6 just reinforced it by buffing most of the class.

DemoGuide2 votes

Actually one of the reason i liked early days of TT that much is because ADCs were so rare. Then with Kallista patch they started to appear as alistar/kallista protect the carry combo. And, after marksman update, and added items they feel completely fine on this map.

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