Quoting Busdude,
reply 2
It's lame as hell how end-games (close games anyway) on Cataract always end up the exact same way. People scrambling for the other team's portals to backdoor while hopefully defending their own, and spamming locks and teleporting all over the place. Some Demigods are way better then others at escaping from backdoor attempts, or defending.
I think a lot of people need to stop viewing flag locks as some really complex item that requires tons of skill and strategy, because it's not. Situations where it should be used are entirely obvious, and it doesn't require skill to use, I keep seeing people say flag locks win games and things like that, and advising people to use them. When an item becomes so important, that's a sign something is not balanced. A one-strategy-fits-all approach is something to avoid in strategy games.
45 seconds is too long, it should be reduced to 30, while the recharge increased to 60. Or if you're going to keep the current stats, at least double the cost to 500g.
I would honestly like it if flag locks were removed from the game entirely, they defeat the entire purpose of map control. This is why we SHOULD BE ALLOWED TO DISABLE WHAT ITEMS WE WANT TO IN OUR CUSTOM GAMES, NO I'm not a scrub who doesn't want to adapt or whatever and you're not some leet expert who says everyone should play the game "the way it was meant to be played", with all items in it. Some items in this game are lame, period. Obliterating Heart of Life was a very good decision btw thanks for that.
No. Flag locks are not always the best decision: they are often wasted. Flag locks are not so powerful that they reduce strategy. They do not defeat the purpose of map control. All I hear in this thread now is whining about how "all games end the same." This is ridiculous. I think in the last 20 games I have played, perhaps 1 has ended because of locked portals. Most games are decided well before rank 10. In low level games that do get that far, then yes, there is usually a wild scramble to backdoor each other's portals. But in high level games, if you try that, you die. No team can ever lock another's portals unless that team makes a huge error, in which case: tough cookies, you deserve to have a locked portal.
That said, I would support a very minor change: increase lock cast time slightly to make it easier to reactively interrupt.
Um no, they are very rarely wasted. A waste would be something like locking your gold mine at the beginning of the game. Locking any of the 3 neutral flags allows you to leave that lane and hold the flag without contesting it, and help out your allies which will in turn make it easier to hold the other 2 flags on top of the one you have.
I said CLOSE GAMES always end the same way, don't bullshit me about "high level" games on Cataract being any different. I don't see why noobstomps would bear any importance to how close games always end. I've played with noobs and pros alike and whenever it's a close game, it always does end with backdooring portals. This is all on Cataract of course, which is the most played map.
Yes, flag locks do reduce stragegy because they lower the amount of viable late game strategies.
LOL you think you're so leet that you can kill anyone that backdoors your portals? Well, you need to be staring at the map or the minimap in order to see the backdooring demigod and be ready to teleport right away. It takes about 6 seconds to capture a flag on moderate, but you can't teleport on a neutral flag, meaning you must see him in advance. Once he gets the flag to neutral you must now teleport to a nearby tower, and you will not have enough time to run up to the flag to contest it. At least half the demigods can escape easily from a backdoor attempt, whether it was successful or failed, Erebus of course,and any of the Generals especially with Cloack of NIght, and UB can take on anyone late game, and if a Rook does it and puts up 3+ towers, you will almost definitely not be able to take him out of there yourself, and will need help.