2011-07-15, 23:45:12
(This post was last modified: 2011-07-15, 23:45:59 by UnifiedDoom.)
(2011-07-15, 23:20:51)Exodus Wrote: I highly doubt that this is going to fix this issue. First you have to consider, that the visible CP glow only has been added in v8.68. Do you feel, that ganking has become more difficult since then? This has been been added primarily to support more CP conquering. This works because the attacker now can see when defenders are incoming, which reduces the risk of attempting to conquer a CP.
In all honesty I didn't gank much before v8.68 so I can't give honest feedback on if it is harder or easier. Ganking is something I've started to become aware of and do fairly recently in order to prevent the things I stated above namely, the enemy laner overfarming against my ally. (Due to the way I start the game, "Anyone want Top/Bot?" and go to those two lanes if nobody else decides to go I actually find that I go to the side lanes myself more often than not)
Most of the time when I or my team attempts to capture a cp we would take a look at the minimap and death timers to ascertain the whereabouts of the enemy players. If the enemy players were indeed close to their cps it was just assumed that they would teleport and the CP Glow was just a side effect of them doing so. The Cp Glow helps me more (at least when I'm playing) if I am playing on a lane and looking out for potentional ganks or deciding if I should harass (trigger the alarm and run away) the enemy cp rather than capture it.
(2011-07-15, 23:20:51)Exodus Wrote: I'd also argue, that just the simple act of teleporting to the CP to defend it, is not what's commonly called a gank. A gank normally has the element of suprise, but the CP glow won't change that. To see the glow, you have to see the CP, but when you see the CP, you'll also see the player that's teleporting there. It would only make a slight difference when just glancing in the direction of the CP, when a CP TP is currently in progress.
To wrap this up: I don't think this is going to solve the problem you were describing in your first post. I also don't want to lose the safer CP conquering, since I consider this a better direction for the overall game experience.
You see what I've noticed players do when they're being seiged is sometimes they will cp teleport from their own spawnpoint to the area right in front of a seiging enemy rather than just walking there in order to catch them off gaurd and kill them. This teleport is entirely invisible and has caught me off gaurd many times. The elimination of the cp glow would be designed so that a potentional ganker can catch a farmer off gaurd in a similar manner and proceed to "gank" him with the camping ally already stuck in the cp. This is not a teleport to defend the cp but rather a teleport to kill an enemy standing outside the cp and farming creep waves while the tower is still alive.