look dst, mur cant do nothing about few things.... he will need to make shortcuts to capitals or to make longer way to winds sanct, as long as getting to opponents capital is easier for your, than for opponent to reach yours, its unplayable, mb actually cant defend it self, loreroot can go other way around, from hidden exit, and heresy lane and sanctuary view are mda locations, and after them is wind sanct so mb players cant effectively defend them selves from that road, and even if lorerootians go in normal way, for example lr player needs 3 regens to reach wind sanct since entering land, while mb player needs to have 7-8 regens (since fortunes well belong to loreroot thats really tricky for many player who dont know this and therefore they lose in here all ap but one that adds one more additional regen for them to wait before reaching lr capital) to reach capital, and also regen times play big part
so as long as there is different distance in each land from entering it to reaching its capital, as long as regen times arent same for all torch carriers and as long as one team cant properly defend its capital this cant be played, everything else can be fixed easily, but how will mur make same distances for everyone?