- Why the stupid limitation on summoner? He was never overpowered in the original one, high risk high reward hero. He had hard counters, plus everyone had access to his universal weakness (reavers).
I agree that it's unnecessary. Although, it was worse in previous versions, since your minions would actually die outside your range so you had no choice but to play that way. The leash was on you as a player, rather than just the units. It's been loosened a bit, but it's still there.
I had suggested just giving them a slight speed debuff outside your range instead:
A possible debuff to consider to make them weaker, rather than reducing their attack or defense, would be reducing their movement speed.
Although instead of "rather than", they went with "in addition to", which seems like overkill.
SC2 made it possible to bypass the limitations of SC1, but in this case it's been used to make something even more limited, and without benefit. No one (who was decent) in the original TS ever said "summoner so imba, he needs nerf", so I'm not sure where the idea came from. You don't have to play many TS games to know that Summoner isn't broken by any measure, it's just different, and that uniqueness is a good thing.
In reality, a leash effect could have been accomplished in SC1, it's just that no one ever felt the need to do it since it's an unnecessary restriction, and doesn't really fit with one of the Summoner's most unique, appealing, and primary playstyles: the ability for effective long-distance remote control while maintaining relative safety.
I get that the idea here is to give people an incentive to leave safety so they'll be more likely to use their abilities. However, I really feel that the original Summoner's most appealing characteristic was one of freedom. You were really free to play however you wanted to. Many Summoners would go to the front lines, using Dark Swarm to help their minions take down cannons. The frequency with which this happened during the game depended largely on how the player themselves felt like playing, and what they felt the situation called for at the time. A player could spend 90% of the game in safety, and still be a good Summoner, depending on how effectively they used their minions and the other 10% of the time. They were usually able to sim as well due to the nature of that playstyle.
However, the leash mechanic is being used to discourage players from this playstyle by removing choice from the equation. At some point the punishment for not playing an aggressive Summoner is severe enough that you can't play well otherwise, and that's unfortunate.
My reasoning at the time for simply giving them a slight speed debuff:
It would make them sitting ducks to heroes, while still allowing them to feed and potentially ambush someone at night (via burrow) without the Summoner present. While they could assist with captures, they'd be a lot more useful while within the Summoner's range.
It seems like it would combine well with the Summoner being able to move while burrowed, which would be a good offset for the speed disadvantage suffered by the summoned units outside his range.
The last part refers to a Summoner improvement which has been discussed, where the Summoner can move while burrowed. This not only does what SC2 should be doing (bypassing limitations instead of creating new ones), but it's something that really fits with the Summoner's various playstyles. It allows the Summoner to more easily engage other players when being aggressive, or more easily use hit-and-run tactics while primarily staying back. It maintains the player's ability to choose, incentivizing aggressive play while increasing the player's freedom instead of restricting it.
(Note: To prevent future misunderstanding, this previous part was explaining why movement-while-burrowed should remain in the game, since it was stated that the ability was under consideration).
I think the leash mechanic is a really good idea, but it's just being applied in a way that makes people see it as a bad thing. If the minions had the freedom to do whatever they want to, and being within the leash range gave them some additional buff, people would look at the mechanic as a positive rather than a negative, and it'd still provide the desired incentive to have players be more aggressive while maintaining the player's ability to choose when and if it's appropriate to do so.
My suggestions can be summarized as follows:
1) Remove all the minion debuffs.
2) If it's actually necessary, then reduce the minion default speed to the current debuffed speed.
3) Give the minions a speed buff while inside leash range.
A suggestion in addition to those:
4) Give the Summoner the ability to remove the leash restriction, such as through an optional upgrade which applies the leash buff regardless of distance. Another way of accomplishing this would be if he could increase his leash range, significantly enough each time that after 3 or less upgrades, it will always cover the entire map. Yet another possibility is to have an additional speed upgrade available for the minions, which would increase the base speed of the minions to the buffed speed so the additional buff of the leash becomes really beneficial.
The leash should be used in a way that makes people thankful for it, and gives benefits to the player, rather than something that chokes the player and punishes them for trying to utilize the freedom which the class has always managed to offer before.
And lastly:
5) The Summoner can move while burrowed.
The original TS Summoner was something fresh and unique, with a focus on player freedom, which is why a lot of players liked it so much. The same reasons are responsible for why many of those same people are dissatisfied with the new Summoner. I get the impression that the leash mechanic isn't going anywhere, so instead of suggesting that it be removed, I've made suggestions which incorporate both the mechanic and its intended goal of adding incentives for using non-summoning abilities (which I find a strange design goal for a Summoner; it surely would be better for everyone to aim for enhancing and adding to the summoning experience, rather than restricting it and detracting from it, which really draws into question the need for a debuff leash or a spell like Fungal Growth which has zero relation to or interaction with the summoned minions).
The goal of having players be more aggressive can be achieved without punishing players for choosing not to, and I hope you're able to work something out so the class can maintain the defining qualities that made it special.
Post has been edited 1 time(s), last time on Mar 21 2013, 2:23 pm by Azrael.