Alpr you've raised no good points in this whole topic, you've mostly rebuttled your own argument.
So I will summarize the last three pages worth of your arguments and put them at rest because they're going nowhere.
Your argument about Mutant's Level 3 on page 46 is that they're too powerful, that the mutant can run up and just cast L3 and you're dead. So if you move it to Level 4 you'll have a super powerful spell and if you downgrade the Chaos Mutation so that it fits accordingly you will have a balanced Mutant... WRONG! If you make Chaos Mutation his Level 3 you never even need to get lurkers, because you're going to be able to just upgrade Mutant Attack, Level 2 Attack and Level 3 attack to the point that all 3 of them rape enough as is. Also if you make Lurkers Level 4, after the previous point out that Lurkers become a useless spell, you'd have to increase their damage or quantity so that they'd be worth having a crap Level 2 and a Crap Level 3, it basically causes a huge power shift...
You then argue in the same post that the Assassin needs to be detected less ways, because the description says "practically invisible". So lets look at your list of detections.
Night Vision (Mutant), Ensnare (Dark Mage), Science Vessel (Marine), Plague (Summoner), Maelstrom (Dark Mage), Mines (Marine & Mech [Vulture]), Missle Turrets (Marine [Scv]), Spore Colonies (Archer [Drone]), Cannons (obvious).
- Night vision is Level 1, it's the ultimate Anti Assassin, if a Mutant is already selected in game, don't bother getting Assassin, you're asking to die. If they select Mutant after you select Assassin, keep alert and Teleport at the first sign of Mutant, be careful for burrowed Mutants.
- Spore Colonies are a valid way to detect Mutant's presence and since they cannot just plopped down wherever the Archer feels like it, they're not at all overpowering for vision, especially since they're relatively easy to kill (50 Mana for Drone, additional mana for spore?). Teleport back to base and wait for somebody to kill the Spore Colonies / Hatchery, or if ungaurded, do it yourself.
- Plague costs a great deal of E and as you mentioned on page 47 post 468 consuming two lings will give enough energy for plague, well you're sacrificing two lings, which is also 50 Mana making it just as balanced as Spore Colonies since he can only cast once per 2 lings? Teleport back to base and wait out the plague...
- Maelstrom 25 Mana for DA, 100E for Cast, 1 Cast per DA or if you let charge 2 casts, but if they spam the Maelstrom 25*X = Amount of Mana used to see... Teleport back to base, cannot be attacked.
- Mines provide no vision what so ever, they can attacked cloaked units / burrowed units, but do not actually give any vision what so ever...
- Missile Turrets same as spore colonies, except they can be planted anywhere, but still, if you cannot kill them, teleport or run away...
- Cannons belong to P7 or P8 at all times, they will attack you, and show the hero's you're there, but once again provide no actual vision for the other team, run away or TELEPOT!!
- Ensnare, slows you down costs what 65E? Once again, Teleport...
- Science Vessel is Marines what, Level 3? That's 80 Mana. How much HP does it have? Not that much? Okay either get somebody to kill it, or teleport to base and get away from it...
All of them lead to Assassin Teleporting when he needs to...
Page 49 Post #481 you fully rebuttle your own argument in one sentence, so i'll just bold it.
My only beef with archer is its level four spell. It's insanely powerful, but insanely easy to run away before all the mutas are done spawning
Aside from all that Alpr GG'ing, We looked into the Medic having Lockdown, and combined with Level 2, Lockdown becomes just way too easy to GG, though if there were a way to prevent that it would of been valid, there's not, so it wont be
!
Moose needs to make the L2 Reavers invincible and maybe make Dragoons invincible if they're not... (huge feed)
Moose fixed some pathing issues and Assassins L3 needs to ACTUALLY last 30 seconds, because it lasts longer then the "30 seconds" it requires to capture an enemy base. (I casted before I got onto the beacon / location, and it ended a few seconds after I had captured and ran away)
Moose do you want to try the Spec Ops making Barracks to build Rines?
None.