Bottlenecking Maps - Please Stop
Two games I played last night:
A 51 minute game on Crucible. It was 2v2 Conquest with fast DG respawn. The other team had better pushwork and better killwork throughout play. They had giants at about 25 minutes in. We buffed up towers and played defensively until we had a 5 level advantage and enough gold to max out grunt stats and get priests, angels, catas, and giants ourselves. And artifacts. That took about 15 minutes.
During that fifteen minutes it's worth noting that our income and xp far, far exceeded that of our opponents, because we stopped feeding kills. It's much harder to kill someone when there's only one way to get to them and they are sitting in front of four buffed towers. On the other hand you have a long, long walk back to safety if something goes wrong.
So at 40 minutes the opponents quit out, and I understand why. The next 11 minutes was just pushing the stream back in the other direction to the enemy citadel for the finish.
The other game lasted 35 minutes, against the same team on Cataract but with a different teammate. Again, the opponents have better teamwork. When they upgrade to giants at 25 minutes or so we have to either defend the front of the base or keep them from locking our portals, no way to do both.
We lost that game. And we should have. We should have lost the first one too, but we didn't because the momentum present on most of the other maps when one team is clearly winning evaporates on Crucible and Exile.
The conclusion reached in another thread is that Giants are not a IWIN button unless you can support them and keep neutral and enemy portals locked down. Giants/catas allow you to open new avenues of attack and consolidate the old one. That's all they do for you. If you can't support them and use the advantage they present to lock portals down then a good opponent will eat your giants and eventually emerge from the shadow of defeat to wtfpwn you. Conversely, if you can keep an opponent from taking full advantage of their giants then you can rapidly outlevel and outbuy them.
I'll even go so far as to put a general rule out there - Don't upgrade to giants unless you can win within five waves or your opponent has giants and you can't beat them back.
The problem with a map like Crucible or Exile is that the bottlenecks on the reinforcement streams mean that you have no place to open new fronts. You can't get to the portal flag on these maps (does Exile even have portal flags?) without going through everything the enemy has to throw at you.
The backdoor on Crucible is a nice idea, but if everyone knows how to play then the defenders will always be able to prevent a lock without losing advantage elsewhere. You can't count on your opponent's inattention to win, and you shouldn't have to.
Exile actually has artifact shops in each base. In conjunction with the killer bottleneck 30 meters away it means that you can cede map control 10 minutes in and never leave your base again and you'll still be able to produce 2k hitpoint critical strikes every 3 seconds or so. Awesome.
Bottlenecks in this type of game produce situations where two evenly matched teams can play forever. That's not ideal. They also produce situations where one team knows how to play together and the other just has to know how to turtle, generally and the turtleteam will win. Every time. That means that you've made two interesting, beautiful maps useless for competitive play. Finally bottlenecks make certain defensive and AoE abilities and Demigods extremely powerful.
Please look at redesigning Exile and Crucible to allow multiple avenues of attack and defense. Please design any future maps to exclude bottlenecks completely.
Oh, and because I've seen this in every other thread on these forums - yes, it is possible to win on these maps. Yes, it is possible to win quickly. Yes, I know how to do both, and I have. I also think it's fine that you love Exile and Crucible and named your cats after them. No I don't need to l2p, kthx. No I don't think exotic strategy #7 which works for you every time under any circumstances on these maps disproves my point.
Bottlenecks are bad, period.
Thanks, Kestrel