Altars need to be Altered

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nathanshipleyx7

Senior Member

10-29-2012

SO. I see the need for the altars on the new 3v3, they theoretically provide a chance to comeback, and some early game supporting. This is not the case. As soon as mid game (around 10-15 min) rolls along, they become another tool to faceroll the opposition. It kind of eliminates the point of the new 3v3 map to provide equal opportunity for different team compositions, not just opportunity for more early game champs to crush anything whilst controlling both altars. So i think they need a revision as to how much power they give and to how long they provide this power. A re position is definitely in order.


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Infirc

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Senior Member

10-29-2012

well it should be scaling +10% to a stat is negligible early game but +10% atatck damage to a 372 attack damage carry is well +37 damage....after a full build... that costs a buttload of gold.... while bruiser items remain cheap as hell...... anyways it's noticeable it's more attack damage that some of the items and almost as much as a pillager, they could be 10% early game scale down to +6% mid game and scale downa gain to +3% lategame


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Peligrad

Senior Member

10-29-2012

They need a turret or guardian imo.

It's too easy to simply take them away from the controlling team.

The controlling team should have an advantage to take the tower away...


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Taiyodori

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Senior Member

10-29-2012

Quote:
Originally Posted by nathanshipleyx7 View Post
SO. I see the need for the altars on the new 3v3, they theoretically provide a chance to comeback, and some early game supporting. This is not the case. As soon as mid game (around 10-15 min) rolls along, they become another tool to faceroll the opposition. It kind of eliminates the point of the new 3v3 map to provide equal opportunity for different team compositions, not just opportunity for more early game champs to crush anything whilst controlling both altars. So i think they need a revision as to how much power they give and to how long they provide this power. A re position is definitely in order.
Errr, you're sure that this was the intention for the altars?
Even theoretically, they rather seem to be intended to provide:
- A faster (early) game (+4 gold/kill = faster gold-gain = faster late-game = shorter game-time) They stress the intention for a more teamfight oriented and less farm-fest oriented gameplay.
- An objective to fight for in order to obtain an advantage over the other team. As such, they seem to rather intend snowballing for the controlling team than any comeback chance for the losing one. (Just like neutral monster buffs and gold gain from old Dragon, except that you don't have to kill a neutral monster)
- A counter for turtling-strategies: As the team, who tries to finish, you get a little extra, so you can actually finish and don't lose the fight due to the disadvantage of fighting in the enemy's base. (btw remember Ebonmaw's buff? It was +18% dmg to everything in lategame as well. Or look at Baron buff on SR, it also gives the winning team a huge advantage.)

However, numbers are surely a subject to change.
There's a different problem I see with the altar's buffs though: The +4g (combined with the higher starting gold) favors champions who are strong early game and are meant to snowball (basically most bruisers). By giving them more gold on early lvls while not giving any exp, champions, who rather scale on lvl than on items are in a natural disadvantage.


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Taiyodori

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Senior Member

10-29-2012

Quote:
Originally Posted by Infirc View Post
well it should be scaling +10% to a stat is negligible early game but +10% atatck damage to a 372 attack damage carry is well +37 damage....after a full build... that costs a buttload of gold.... while bruiser items remain cheap as hell...... anyways it's noticeable it's more attack damage that some of the items and almost as much as a pillager, they could be 10% early game scale down to +6% mid game and scale downa gain to +3% lategame
You're right, if you just look at the total numbers.
You're wrong, if you take into account, that 1 AD/AP is worth more early in the game, than it is in late-game.

If an adc buys a B.F. Sword, it will have a greater impact on the game, if he buys it early. %-Scaling is completely fine.
Thesis: 30-40 AD/AP lategame matter as much as 10-15 AD/AP do early game.
It's even less of a matter lategame than the old Ebonmaw buff was, which needed a higher lvl for more damage advantage. (1% more dmg/champion lvl)


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IrrationalNoob

Senior Member

10-29-2012

The major problem with the altars is the 80 gold for every member->240 gold x2 for 480 gold they provide early.

Lets say you want to run a passive team comp. They invade for altar control. They get 480 gold plus 4 gold per minion that you are lacking due to your early game.

Lets say everyone has 20 cs before the next fight happens for altars. This is another 80 gold that they have per person and another 80 gold you don't. This means you are at a disadvantage of an effective 960 gold by simply not playing an early game team and I have not even factored in jungle steals. The 10 percent buff is just icing on the cake as well.

Altars are what force aggressive team comps primarily.