In league of legends you always hit a point where just laning is not profitable enough anymore or it's to dangerous. So many players (obviously) team up and attack with multiple players in a single lane. So team-fights are started. My question would be; is there any sort of criteria for players to make the (game-changing) decision to team up and focus lane or ganks?
With good map awareness and lane control, you're going to want to extend the lane phase as long as possible. Controlling this phase allows you to deny the enemy xp/gold, while reaping it all for yourself.
Generally once the outer towers have fallen, it becomes dangerous to lane. Its a long run to the inner towers from the middle of the lane, and it gets expensive placing enough wards to give you warning. At this point its safer to roam in groups.
There is a bit of fluidity to the decision to stop the lane phase, and it really depends on what's going on around you. Once you've destroyed the outer tower in your lane, push the lane then leave and help another lane. Return if you're in danger of losing your tower, or if the lane is totally undefended and you see an opportunity to take the inner tower.
If you're happily farming your lane and the enemy groups up to take a tower, you generally have to respond in kind, by either defending that tower with equal numbers, taking a tower in another lane, or going after a contested objective (dragon, their blue/red buffs). If the enemy then decides to abandon their attempt and go back to farming lanes, you should probably do so as well.
The first teamfight should start when one or more towers are down and player that destroyed tower(s) can roam freely.
If this doesn't happen then teamfights should be when the dragon is up and killable.
If this doesn't happen then teamfights will be when the next global objective will be attacked. It is crazy when teams don't fight for Baron or their own Inhibitor.
Early game. You focus on CS and not being ganked. You don't care about teamfights.
- All towers up.
- No roaming.
- Level before 6 - Why this? Global ultimates like from Twisted Fate, Shen or Karthus make roaming possible.
- Anti gank ward focus, wards near lane.
Mid game. You start to roam or you prepare to teamfight. Here you start to form teamfight group!
- First lane of towers are gone.
- Dragon agressive warding or teamfight.
- Mid or Top are roaming.
- Anti roam ward focus, wards near blue and red buff.
Late game. Teamfights, Baron buff and long respawn timers decide about wining or losing.
- At last Inhibitos is open.
- No one care much about "their" lanes.
- Moving as a group. Fighting as a group.
- Global objectives focus, wards near Baron and Dragon.