TI5 Day 1 Opinions – On stalemates

TI5 Day 1 Opinions – On stalemates

TI5 Day 1 Opinions – On stalemates

Comments 📅29 July 2015, 17:35

The story of TI5 Day 1 is one of stalemates. Really exciting games for 30 minutes, and then 30 minutes of nothing happening.

It’s like having a vampire outside your door. The vampire can’t come in without you inviting him. You can’t go out because then, the vampire kills you and sucks your blood. So he waits.


***Spoilers, obviously, abound.***


Games seem to go like this:
– For the first 30 minutes, one team gains an advantage. The other team slowly loses map control, and gets their outer towers peeled away.
– A mistake outside their base causes a T3 or a set of raxes to go down.
– From then on, the defending team turtles, buys out, abuses the rubber-band, and musters all sorts of defenses to make a 1-rax advantage absolutely useless.

Then we hit the stalemate.

The team with the 1-rax advantage shoves the waves in, but can’t push because it’s too risky. Their spawn timers are too high – one bad fight, even at the opposite side of the map, can result in a loss.

The team with the 1-rax deficit can’t leave the base, because any fight they take away from their base (where buyouts and highground no longer give them the huge defensive advantage) could lead to them losing.

This leads to “comebacks”. A lot of them. Rax deficits are no longer victory conditions – they’re just small indicators of which team is ahead. The rubber-band effect has led to it being ridiculously risky to push for the second set of raxes. Or perhaps teams simply aren’t picking heroes with seiging in mind. So far, the main cause of loss in TI5 has been teams with a huge advantage failing to successfully take a 2nd set of raxes. I’m pretty sure there have been more straight-throne games than mega creep games (simply because by the time any team finally wins a decisive fight, the death timers are so long that it doesn’t matter).



So it’s not surprising that more than 25% of the games in Day 1 featured Divine Rapiers. From ALL sides. Both the winning and losing sides. They were rapiers with varying degrees of desperation. Some of them were necessary.

– C9’s first set of games features a rapier IN EACH GAME. Both are not desperation rapiers – but rapiers out of necessity. The first is to do damage to buildings (it wasn’t meant to be used on heroes). The second is because 100 second respawn timers without buyout means a death is a loss anyway.

– Empire (or is it VP?) buys a rapier against EHOME for no good reason other than simply because the defensive advantage is too absurd. As in, they were far ahead, but bought a rapier simply because they didn’t think there was any other way to breach the base.

– Mushi bought TWO RAPIERS. In the most patience we’ve seen from any SEA team, Fnatic trapped their opponents in the base for 50 minutes, because pushing in was too difficult. About 5 Aegises were used to apply chip damage to the tower. Their base breaching plan was:
– Wraith King suicides one lane of raxes.
– Wraith King buys out, uses a Refresher Orb, and BOT’s back.
– TA dies.
– TA buys out, grabs those, and TPs back.
– CM buys out and BOTs back.
– 3 cheeses on courier to be used.

It’s a plan that worked, because if it didn’t, something is definitely wrong with the game.

I shall continue following more TI5, to see if this trend continues. At least the early and mid games are pretty action packed.


*** P.S., if you haven’t you should watch MVP Pheonix’s games all the way from the Wildcards. They make for… very exciting games. ***

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