If you read the OP you'd know that we're talking about games where giants have hit the field which means players have the armor and damage to make sipping towers more trouble than it's worth. Also the map on which this is the largest issue and the one the OP's probably talking about is Cataract where there are no nearby towers once the two up top are gone. Also the point is to prevent losing the flag so it can't be capped, remember? How well is that going to work when you're cancelling ports and redirecting? You're on a on a VERY short time limit.
I meant you can use the back tower for teleporting to avoid that "omg hammer" that you're so worried about. Yes on cataract its the largest issue, im not debating that, but you should have good knowledge of where the enemy is heading, and be able to be there or cut off behind them if you're using your totems properly. It's not really that big of a deal if they get the flag and die, its now a 2v3 in your base, that is entirely defendable. If he res-> tele for flag lock, you should be able to stunlock him on the second try.
Free hammer slam on the port, 1-3 towers ready by the time you arrive, autoattack, independent weapons, and the knowledge that boulder roll will be ready to go to set up the second hammer slam. Man, what an idiot I must be for worrying about that kind of stuff.
No such thing as a free hammer slam, and you should already know where he was going if you have true map awareness. Clearly the problem for you is not proper scouting the field, which comes back to awareness.
They ARE the holy grail on Cataract. I already stated that I don't find them out of whack on other levels.
No they aren't, not by a long shot. visibility is.
Yes, it was about map awareness and it glosses over the fact that just finding the person capping your flag in time doesn't mean you can stop them, you have to be able to react in time and you have to be able to drive them off. You act like being able to do those is a foregone conclusion when quite frequently you're short on health/mana, you're in combat with someone already who will interrupt your port, or you're simply not the right DG to easily drive that player off in time to prevent losing the flag.
If their team is splitup, you shouldn't be low on mana, or health, and you should have the advantage to lock them in an undesirable position. This is a team game, not I are soro everything.
I disagree because multiple players who move onto a portal flag are going to flip it before you can TP over there. The more players who participate in the attack the less important being able to win the fight becomes. It's about flipping, locking, and TP'ing back in time to relock, which can be done even if you die. The game is hardly about fighting at that point, it's about ceaseless scouting and staring at your minimap constantly, which I don't find as compelling as the 10-20 minutes prior to that part of the game.
On cataract the game changes dramatically when players get giants and I don't find the hide-and-seek routine especially compelling, and I think that's what the OP was getting at, though maybe that's just me.
This is nub play is what im saying, good players don't hide and seek unless you're doing a minion run.