TT is turning into a mini SR.

Maliginant·7/10/2015, 12:39:56 AM·3 votes·1,371 views

At this point Twisted Treelines is becoming too much like Summoner's Rift. With the addition of the new out turrets, weak laners can simple play it safe and wait until 15 or 20 minutes into the game before taking any action. This in anti-antithetical to the way 3's were played before the change; back then, if you wanted farm you had to put yourself in a dangerous position or let the enemy push your wave and forfeit your control over your jungle because the other team would then have a man advantage. Additionally, this change has killed the ability, at least in the gold elo, for a dominant laner to gank the other lane once they've pushed theirs to the turret unless the enemy's other laner is out of position. This has forced a massive shift in the meta toward squishy late game mages and adcs because the window to shut them down in this environment has been closed and they can reliably get to the mid game without being shat on by champions such as riven, renekton, or j4; sivir and anivia have an almost 60% win rate according to METAsrc, a win rate like this is unheard of in 5's.

Historically, the primary appeal of the pre-OT TT was the odd and mostly bruiser focused meta is had developed which encouraged long drawn out early to mid-game fights that happened frequently. Today, TT favors less early fighting and prefers to sit patiently until the 15 minute mark where the game finally begins and at that point the game becomes quite snowbally with the first team to get an advantage typically winning the game soon after.

I propose that Riot undo the addition of the outer turrets so that TT can stop being a smaller version of SR.

4 Comments

itsCHANCEyo7/10/2015, 1:48:19 AM6 votes

Man, to be honest, I'm kind of torn about the new turret. On one hand, I think its been great to stop the early 3v1 ganks of junglers or top laners who get caught out. But I do think that it has kind of stalled the game for a little too long. There seems to be an awful lot of back and forth pokes without much room to make any initiation because the turrets are so close. I remember a couple of really good chases to the death all the way back to the 2nd turret (used to be the first). Those kind of moments can never happen with the new added turrets. ;(

BUT It looks Riot has realized a little bit of this, since in the latest patch notes, they have dropped the health of the initial turret. Hopefully this helps to speed things up a bit through the early game, but we'll have to see!

Now if only they could fix the horrible bot problem...

Minarde7/10/2015, 7:16:00 AM3 votes

This has forced a massive shift in the meta toward squishy late game mages and adcs because the window to shut them down in this environment has been closed and they can reliably get to the mid game without being shat on

Some people were already running ADCs before Riot added the new tower though. Support meta being heavily dominant over the jungle meta made ADCs safer picks than when they had to solo-lane.

Anyway, I'm torn about the change too. Shifts in meta aren't necessarily bad. It helps keep things from stagnating. There's a greater emphasis on waveclear and tower pushing, and late-game scaling is more common now. On the other hand, the early-game is definitely slower. It's much harder to make early plays.

insaiyanbacca7/10/2015, 7:16:22 AM1 votes

tbh i kinda want it to return to when it was a messy maze thing with a green buff and stuff

Kholdstare137/10/2015, 1:45:54 PM1 votes

Personally I would cut kill gold down to around 2/3 on TT with an increase to passive gp10 to compensate. Then we can remove the turrets and have things with the normal risky gameplay, but less horrifyingly snowball. The altar buff changes are good the new way. Avoiding too much snowball should be the primary focus for TT's map balance.