[IDEA] Making curb stomps faster
Ok. This is my perspective as a new player. I'm still learning some of the tactical basics of the game so I pretty much suck. I won't claim to know everything that goes on in the game either so maybe this sort of thing is already in. Now a couple days ago, I played a 2v2 against two vastly superior players(not much choice for me here, very few had the game yet). One was in the top five for the beta pantheon(I'm assuming this is somewhat meaningful) and the other was pretty damn good as well. Suffice it to say, it was a curb stomp. Now to the problem: It took fifteen minutes. This is quite a long time to be spawning, living a minute or so, and then killed again(you end up spending like a third of the game dead). I don't expect a curb stomp to be fun, but I don't expect it to be boring either. It should be a torrent of "oh shit" moments that you are ultimately powerless to stop because of your lack of skill so even though it isn't necessarily fun, it is at least sort of exciting.
I don't think that shorter spawn times are the answer, they're undesirable from the gameplay perspective. You really need to be punished when you die. There just needs to be a mechanism to increase the speed of curb stomps. I think the problem is that even if they get a few levels ahead of you, they have to get up to a certain minimum before they can take on your towers. What I'm thinking is this: your demigod level seems to be a rough measurement of your performance. I'm thinking that towers should be initially weaker, but scale with your demigod. It should be set up in such a way that if your opponent is a significantly higher level(maybe by 5-6 levels) than you are, he should be able to take out your towers pretty easily if you're dead but if he's not, it's about as hard as it is currently. It seems to me though that different demigods seem to level faster(regulus in particular seems to level very very quickly), if this is actually the case and not just a noob impression, the scaling of the towers should vary with what demigod you're using so it doesn't create balance issues. Again, the idea behind this is to speed up curb stomps but preserve the pacing of close matches.
As a disclaimer, there may be better ways to solve this problem(I'm not really sure about demigod level as the upgrade criterion to be honest), this is just my first idea to address the issue so if you have a better idea, please suggest it,