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Control Point Teleport Duration
#3
Scenario: A goblin tank C-TPs and run off to hammer a tank on the sides. 1 kill, covering the lost of the gold from TPing. He is able to make it back and probably kill the tank there trying to overtake the CP. Even if he doesn't, it would have only taken away probably less than 10 seconds, which isn't really that much of a reduction in farming time.

I think my point is, whether it is a small win or not is arguable, but strategically, a reduction in C-TP time also reduces the strategy of the game. We used to allocate responsibilities and such for lanes, but these days, someone going for a large tank with weak weapons can easily cover the points. It does give a lot of advantages to big tanks, especially those with speed to zip around and kill side laners without having to worry about losing mid CPs as they know they can EASILY get back in time.

Ask yourself this, next time you're leading in a game. Are you worried about leaving mid and killing conquering sides? You probably know that getting back to centre in time is not a problem at all. Leaving a side exposed is a failure and should be treated as thus.
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Messages In This Thread
Control Point Teleport Duration - by MugenJin - 2009-01-31, 06:06:02
Re: Control Point Teleport Duration - by qweqqweq - 2009-01-31, 06:34:27
Re: Control Point Teleport Duration - by MugenJin - 2009-01-31, 07:08:34
Re: Control Point Teleport Duration - by Exodus - 2009-01-31, 12:44:41
Re: Control Point Teleport Duration - by MugenJin - 2009-01-31, 13:26:30
Re: Control Point Teleport Duration - by SCorpA1 - 2009-01-31, 13:51:35
Re: Control Point Teleport Duration - by m0rb - 2009-02-05, 14:49:32

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