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Final-Fan said:
theRepublic said:
I'm updating now. What is the turtling problem you are talking about? I never saw it in my matches, or I don't know what I should have been looking for.

To be honest, I would have probably preferred they make a new map instead of updating an old one. Or just have two different 3v3 maps.

Well, if a team was defending their inhibitor turret, they would usually find it pretty easy to do because of the choke point the walls provided unless at an overwhelming disadvantage.  And after the inhibitor went down, they could "bait" the siege minions into the nexus laser.  Additionally, some champs could also abuse the laser by pushing/pulling enemy players into it as well (Blitz, Gragas, etc.)

It happened in a small minority of TT games I played.  If anything, I think they overcorrected here -- turrets seemed to go down in seconds in some of the games I played.  I believe I played one game where, following an ace, a lane went from no turrets down to nexus turret down.  But it's a very fun map and a substantial improvement IMO.  The only thing I wonder about is whether it will be considered too "halloweeny" when we're no longer in that season. 

I do sympathize with people who wanted a separate map instead of a replacement, but I think that might have been counterproductive -- there's only so much demand for 3v3 and splitting it between two maps might have left matchmaking underpopulated in each section.  (Incidentally, that's also the only reason I can imagine for not having Draft Mode TT.) 

That seems like it could have been fixed an easier way.  Like push the nexus and shop farther away from each other, or decrease the range of the laser.  Change the logic of the siege minions so they will not follow into the range of the laser.

I was ok with the inhibitor turrets in TT.  The ones in SR also had the wall as a bit of a choke point.  It is more open, but those are 5v5 games.  With 3v3 games I don't mind that it is tighter quarters.



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