It was fun to see him rage quit. the counter is to up spawn yourself I believe that's what people in favor of Spawn leveling said, but it was shot down by most everyone. How is your argument any different? Now that's a double standard if I've ever seen one. Perhaps it's because the spawn is not directly pounding one's face into the ground, some are fine with the way this spawn always wins games, but were against spawn leveling.
After playing many games I agree with most of the sentiment here. Upgrading the spawn for the other team makes no sense and it kind of ruins the game.
That's exactly what I think, and feel. It makes no sense at all, and it's completely pointless to me. Especially since before, people complained about spawn leveling was too powerful and what the game was all about. The solution to the spawn question? Level up your opponents spawn count so that spawn still determines who wins. That makes no sense either.
Because if you ask me, separate hero selections is the one thing that can balance the spawn more then anything. Because you can't rush the ones that are easiest to EXP with or easiest to cap gates while the choices left to the opponent are ones that cannot capture as well due to the match ups. Yeah, this still winds up applying now, but all that was done was take the spawn from one part of the spectrum to the complete polar opposite end of the issue. 1: Spawn too strong, kills easily, what determines matches too often. 2: Spawn isn't strong, can't level it, doesn't kill much,
determines matches still. You're basically in the same spot as before, but on a different perspective. I think some of the arguments before is that TS is a Hero based game, so Spawn shouldn't have anything to do with anything. If this is the solution, you should just take spawn out all together (besides controlling where the spawn goes). I would rather spawn leveling still be in, but a more extensive look at balancing it be attempted.
Perhaps this could be done. The spawn level increases x2 as fast, but each time, only half of the spawn count changes to the next level. So, half the time, half broods turn to lings. By the time it normally went to lings, it would now be all lings. Make spawn leveling work the same, except make it 3 civs per upgrade. That way to jump to rines, it would take 12, which is too much if you ask me, but it's a step in the right direction then just totally taking spawn leveling out and adding something that's the polar opposite, doesn't make much sense, while still effects the game play just as much as leveling spawn did.
@Special Ops; I think it's fine. Really all it ever could do to get a threatening presence in battle was go HP/Power rine. And even then, with teamwork it could get toppled handily. It's team support options were basically just Assiming and mining the map for summoner control.
L3 actually lets it have a real reason to go mana and spells. Now at least Ops isn't totally useless against DM and Mutant can no longer just stick to it's measly 600+ HP with and run L3 and get away with it, as the player would have to consider that L3 into his game plan. Ops now isn't next to useless against Assault. It also offers Ops a unique niche that the L3 and L2 provide for it's team, helping to keep certain heroes somewhat at bay. The changes to Ops means that certain heroes can't just do one thing against a certain hero without a second thought just because it works great against Ops too. L3 for Ops actually gave it a presence where there was more to facing it then just the simple "Okay, we have a stunner, Ops is checked." I think that helps relegate it to more useful positions. Even if it is a little too good, almost every hero has something that's a little "too good". And besides, it
is a L3 spell.
If you change anything, I'd say maybe just monkey around with the damage of it. Try keeping the upgrades the same, but lowering the base attack. Lessening the upps on it, something like that. Or perhaps giving it only two shots, but increase the damage a bit to make up for that. I can't remember the exact stats of it right now. Was it something like 50+8?
Post has been edited 2 time(s), last time on Jun 1 2010, 6:20 pm by LoXs. Reason: For more edits!
None.