Possibly broken concepts (just conceptually.)
Necro spamming strength...
Psycho stunlock near base.
CW, no offence in day, no slows at night.
Spawnrushing.
^May not all be right at all. if you wanna shoot me down, do so please, i would appreciate it (assuming its done well) If you dont understand my thinking on these, ill explain.
Brute Necro isn't op anymore. I think Norm nerfed him because of my builds. A Necro with power level (zealots and kai's curse) is much better than brute. Necro with elixer and toss ups is better than brute. Brutish Necro + Elixer Zealots and Kai's curse is only strong late game, or mid game with another team mate simming. It's still not that good at pking; quite good at base killing.
Psycho stunlock near base. ?? I'm not quite sure what you mean. If its DS spamming near base = op, then I agree. Even with the duds, a DS with mines and stun near base is rape. Only way to counter that is make a DS build timer (which I have already suggested). Still, the DS spam is way nerfed when compared to before. I still think DS is slightly op because of the unlimited spam.
CW has rape offense at day. For farm and pk in a group (2 lings per hero, enemy or ally). Its night spells are more suited for 1v1 pk, and the ling can usually get the pk kill during the night. What few people have done, is gone a melee ling build, and base rushed with all 3 heroes. It makes the L1 extremely powerful. Carnivore is essentially an anti spawner spell. Also, the CW is built to be stronger at night than day.
Spawnrushing: Its op. Done correctly, 6-8 hydra spawners can be built on the second day. It does require 3 people, all getting lucky. My record is 4 spawners during a 2v2 (1st dusk). {This can be countered, but it is dependent on the number of outposts captured, and the hero. ie: The CW with life can counter spawners, but only if his team has
many sims. If the CW does go defense however, it will lack much attack ups.}
Best counter for spawners is Psycho, DT, CW, CoM, Sam, Alch, RM. In that order. Late game, the Ai could be considered... (gL3, vL3c, vL4b)
Please don't say I'm hating the rine so my hero is better. My main hero is the rine, and I think its op. my second is the RM (which I think is slightly op, although not by that much).
Speaking of vulture L4b, did you make the wraiths spawn at the 4 corners of the BC yet? It really needs to be done, to balance it. By the wraiths spawning at the bottom of the bc, it gives the advantage to the top team.
offensive stance gives him a different spellset more offensively driven; illu l1 forces close enemies to ally you for a limited amount of time, puts other spells or atleast spell1+2 into cooldown so dont use it around more than 1 enemy unless youre sure you get both.
Does it order the enemy toward or away from you? If away, to where?
Although im sad nothing was said on civ scaling, i'll respond to what was said.
1. Makes sense...
2. Psycho stuns you near his base, gets dship, stuns again, etc. Essentially a no mana permastun.
3. I know CWs spells. Lunacy and red feast (although red feast less so) are slightly over situational to be of use, and i find lunacy dies so fast i dont even get to use it well if theres a hero behind the spawns...possibly make it so he can use l2 again to do something with his lings?..
Also at day anyone with high level spells is almost unapproachable, or anyone who can stun me unless i have like 5,6,7 vit upgs, and then ive got to run pretty quick. Also, the way the lings for l1 spawn the enemy needs to be standing still, which few are. Most fights go like this.
If Samurai, (Day)GTFO! He has a stun, a trap, and his l3 means your dead. (Night) You can win if he doesnt run away. The long time between recasts on l2 makes it hard, but not impossible. A good samurai will run away on eclipse, so that wont help. I dont know the damage output of l4, but it isnt much on moving targets last i checked, so dont depend on it. (L4, last i checked, spawned 3/4 waves of five mutas who spawned outwards, moved in to where target was on spawn, and then attacked. Does it still do this?)
If RM, (Day)staying in melee range means youll get smashed to bits with lings. They tend to hammer out more dps then yours, and trap you. Watch out for vessel or sair, they both kill you (does it tell you your disabled in updated vers?) You can kill her if your lucky and she doesnt have much hp, but her large amount makes it hard.(Night)she has little chance against you unless she has her sci near, in which case neither of you can do much, but you can gtfo. If she isnt near a base you can probably win, assuming she doesnt deter you.
If AI, (Day)and he has enough gas, your dead. Proper timing means youll barely get any attacks off on him, because hes invince for a second when he trans, and deals lots of damage to your low hp. Your l3 has no effect on his gas, so he doesnt have to move if you hit him with it, your werewolf cant hit through trans. Proper vult micro makes this worse.(Night) Vult micro owns you, trans still gives him invincibility and damage. Not much you can do here.
If Psycho, (Day)dship means your dead, most else you can survive except his final, which you should werewolf to avoid and then kill him after its gone. But he shouldnt be fighting without dship anyway. (Night) Dship means your dead, although you can kill it now, its still difficult against a good psycho. Much more killable now, if he doesnt run away. His high runspeed means he can live unless its from like half the map...which is unlikely. Also if his dship stuns you and mines you, gtfo.
If Illu, (Day)you have no chance killing the ult (no stun) unless hes got no gas or is looking away. His l1 owns you all the time no matter what, so his temp form is hard to approach. His scouts also do full damage to you, which is deadly.(Night) You can kill a bat ult, and invuln his spells. Pray he doesnt have timing/hp, and you can win.
If Alch, (Day)just pray he doesnt have alot of hp and armor (your damage scaling is horrible, and then you need to keep muta attacks up too..XS) Beatable, but also loseable, depends more on his spells that he has then anything.(Night) Not much changes here, he is a lot more killable, however he can kill you with timing and skill, so watch out.
If Necro (Day)kill him if he has no summons around. If he has summons and upgs, dont approach, you will probably die. (Night) You can approach if he has little summons, however if he has a lot you will take heavy damage and maybe die from him, so its risky as f.
If Ninja (Day) dont expect to kill him, he has too many escape mechanisms. He does high damage to you, and if he traps you your probably dead. (Night) You cant see him unless with eclipse, so unless your spamming it, dont approach. He can still get away with hotkeys to see his hp, however.
If CoM (Day) dont expect to kill him, he will get away much too easily. (Night) You partly cant see him, dont expect to kill him again.
Thats how i see CMs matchups mostly.
Spawnrushing = Mass upging spawn. You would suddenly have spawn dealing like 30 damage all over you, and you would be stuck at base while they rape everything, in theory.
None.