What I am not understanding is this emphasis on killing creeps. They are there and are a concern, most certainly, but I don't think that they should be the sole focus. As they are right now, they are basically an environmental favor, waves of damage output, damage mitigation, and farmable experience. They can be used as they are now to help you achieve victory (I personally enjoy leading them to attack towers and get the enemy D down early). What you seem to suggest is that the only p
ProtocolXVI
[quote who="Ke5trel" reply="9" id="1991542"]OK, so if the thread ended with reply 107 I'd be perfectly happy. It can't be conveyed better than that. Let's get specific as an example. Some very rough ability ideas: Erebus's Mist ability should do no damage but increase his minion's attack power and speed 25%, scaling up, and damaging him a bit less at high levels. His batport should cause far less damage and pull all minions withing radius with him.&n
Let's begin with the basics. One, I believe that it probably isn't wise to have everything balanced for 1v1; it will reduce the total number of options as well as disallowing truely unique general/assassin possibilities. Two, we should probably stop referring to people, and instead refer only to ideas. For example, I should say something to the effect of the above, while not mentioning who stated the idea. This helps keep the discussion slightly less perso
Honestly, I have had little problem destroying my opponents towers, as Rook, Torchbearer, or the Beast. I have played the game very little with the other groups, but making use of items such as the decoy target in the shop make it much easier to kill them. If the enemey god interfers then it becomes a match of strategy and prioritizing offense and defense because of the slow regen rate of the towers.
This drastically reduces the effect of both players. It reduces the game to 'he who holds the most portals' and 'he who has the most AoE spam'
Yeah, I was about to say; obviously general creeps wouldn't count for this. The entire point would be to provide a strategic purpose to creep pushing. It also means that you'd have to choose certain flags over others, you could trust that flags couldn't be ninja'd.... I'm actually really starting to like the idea. My only concern is that this may give one team an almost unstoppable momentum early on, especially concerning getting extra portals. As a new thought, perhaps each flag give
Just a quick thought; why not make it so that only creeps can take flags? That way keeping your creeps alive in the beginning is actually extremely useful, and pushing throughout the game is really critical.
As someone who doesn't play DotA, how do open maps decrease the skill involved? That is somewhat counter-intuitive.
Because of the way army upgrades work, I think this really depends on how many players are in the game. Furthermore, I'm not sure how wise it is to make balance arguements at this point; it's hard to say how easy it really is to kill demigods, as it is hard to get connections with any real number of players, and killing demigods is the major source of $$$
I can't help but agree on just about all of your points.