Sure. chip_holden explained the situation quite well:
There is no denying that the changes being made to the game are quite drastic. Many posts have been made lamenting this, but I think that these comments are missing a crucial aspect that could spin the negative take into a more positive route. When a change is made of this magnitude, the game itself changes at its core. When the game changes at its core, it requires a completely different perspective in order to execute successful strategies. It is in this area that I believe most of the HOTS community is failing at the current time. The game is about to change: we, as a community, must adapt our play styles to fit what will be strongest, and I think we have missed a few key ideas so far.
First of all is the idea that turtling will be the way to go (sitting back, not fighting, freezing waves, and soaking XP). I disagree that this will be the smartest way to play for one primary reason; freezing a wave and turtling requires a hero in each lane in order to gain benefit.
Vision is key in this game, especially at high levels. As the game stands now, teams usually aim to generate a rotational advantage whereby they can force their opponents to be in a predetermined location (this is one reason people preach wave clear; if you clear the wave quicker than your enemy, you KNOW where they will be, even if just for even a brief duration). This grants vision, but, more importantly, a window of map control that can be utilized to gain a further advantage.
If an enemy team is freezing waves and having a hero babysit a lane, then guess what? They are not covering a different lane to its fullest potential, leaving a window of opportunity to capitalize on. If you KNOW that Yrel is bot soaking a frozen wave, then you can more safely push in towers on the opposite side of the map. You have essentially created a rotational advantage PERMANENTLY in that lane, giving you map control to gain an upperhand elsewhwere.
âBut Chip, if you do that in all lanes they will gain an XP lead, which is what the game is all about.â This is the predominant argument against the changes I have seen thus far in most threads. My argument, however, is that XP itself is far less important than it used to be. Continuing to operate under the impression that XP game is the primary objective, under a game which has changed its function, is illogical.
If you are able to get all 3 forts down as your enemy turtles and soaks, they may gain more XP from minion soak, but they will have a harder time with mercs, a nil effort on structure XP (which still exists), and a VERY difficult time moving on the map without granting vision. This is the part that I think may be most crucial: the macro play we will need to see will be more varied if my theory crafting is correct.
Lets say we get to the mid game, where Blue has killed all 3 forts, but sits behind in level 13 to 11 or 12. Red has frozen all 3 lanes to generate this XP advantage, and the objective comes up. Whatever Red tries to do now, Blue will have vision of there movements and can react accordingly. Red may have the XP lead, but Blue ALWAYS will have the opportunity now to say "we just wonât fight you. If Red moves towards the objective, Blue can move to another lane to utilize their extra pushing power. If Red moves to respond, Blue will have vision. A smart team with a structure advantage (but level disadvantage) is something we have NEVER seen before, but it creates some interesting choices that must be made.
In the end, (and TLDR) this is why I think people are jumping the gun on the changes. We have not even begun to fully predict how to best use the situation to our advantage. We have in front of us two choices that must be made: do we play for the level advantage and loss of map control, or the map control but a level disadvantage? Personally, I think that is a brilliant dichotomy to play around, and I am excited to see how this will evolve the game as a result.
These changes are, ultimately, designed to make the lane a competitive place again instead of something you just rush through to soak. For players who think 5v5s happen too much or want for split-pushing, they now have an avenue to do that if they can outplay in the lanes. Take your catapults and push with them instead of roaming around and expecting them to magically do the thing.
If you donât, youâre giving the defending team a big window to even the match, which is exactly why these complaints of âwe were down all match but we didnât loseâ are coming up â the winning team is throwing their lead.