Gripes about Twisted Treeline

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ic3c0d3

Junior Member

10-25-2012

1) No Wards, really? The loss of map visibility makes assassins too powerful. Now we have no choice but to face check a few too many times.
2) 90 seconds is too long for the shrine locks.
3) Buff from the spider is not noticeable enough.
4) I feel slow on this map, even with upgraded boots and the speed shrine.
5) Due to the lack of wards, it's still extremely risky to attack inhibitor turrets, making them still too easy to turtle. Teams can easily sneak up behind you and pin you to the turret, dissuading attacks.


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Byrnes

Senior Member

10-25-2012

Quote:
Originally Posted by ic3c0d3 View Post
1) No Wards, really? The loss of map visibility makes assassins too powerful. Now we have no choice but to face check a few too many times.
2) 90 seconds is too long for the shrine locks.
3) Buff from the spider is not noticeable enough.
4) I feel slow on this map, even with upgraded boots and the speed shrine.
5) Due to the lack of wards, it's still extremely risky to attack inhibitor turrets, making them still too easy to turtle. Teams can easily sneak up behind you and pin you to the turret, dissuading attacks.
1) There are items that grant temporary vision for face checking/chasing.
2) It is a perfect amount of time to keep the game from becoming shrine centralized.
3) True.
4) I've only played a few times and found that most of the items I bought were speed boost oriented in some way or another.
5) Push as a team, team fight first, etc, etc. New strategies inc.