I think the main problem with melee units is that they can't step off of the capturing beacon to kill the rines attacking them. This means that low hp characters like mutant and assasin are unable to cature the outpost without dieing. Maybe a change in capturing systems would help balance this out.
[*]Engineer - I have played with the engineer, and with his splash and his 4800 hp, he can out-exp most heroes.
IMO, this hero is fine. A decrease in Attack would do well.
[*]Dark Mage - With the new L1, the Dark mage can cast spells more frequently. - Altho it solves the issue with exp, would the dark mage need to be accommodated for its extra micro-needs? This requires testing, altho I feel that her spells are strong enough to negate the micro-intensity of this hero.
I don't think that the nerf of the DM's attack was neccisary. Change it back to +5
Its immobility also makes it take more damage, but it has somewhat high hp.
[*]Assassin - There is a problem at day, as the Marine will be able to hurt this character. His damage is high, and can kill the marine in ~4 hits without any ups. -The only thing that I can do to it is add more HP/Starting Armor.
Assasin has problems early game with its low hp. It cannot capture outposts without dying. Also, it is hard to attack an enemy. If marines are backing the enemy up, then the assasin loses tons of hp, and eventually is forced to retreat. At night, it is very difficult to farm. If an assasin hits a marine, it will run away and you will miss the other spawns if you chase after it. I don't really know what can help it, but maybe an hp or armour increase would do well.
[*]Mutant - Most mutant players focus on PvP, and can easily rush in and kill the marines first. So far, many people have stopped using the "lurker bomb" as it has the pre-spell effect, or that people have grown accustomed to its Fury Swipes and can execute it without fail, making the mutant far more potent than I have ever seen (maybe it's cause i was playing summoner and psion) I don't think mutant needs to be changed... If anything, I can increase its HP a tad more
It is nearly impossible to capture bases with a mutant if it's being hit by marines. This hero could use some hp. The problem with this is that, if i gains more hp, it might not be fragile anymore and won't be easy to kill in PvP.
[*]Warrior - With the warrior, I can simply balance the shields. I'll probably make it 120...
A decrease in shields would probably help balance it.
[*]Volt - Volt can splash, but with its current bulkiness, its a easy prey for marines. More testing needs to be done with him, but I may give it more shields if need be.
I have played volt many times and I had trouble farming. Its bulkyness is, in fact, an issue. It is big and slow, which is a good target for marines. It can easily lose a lot of its shields, quick. A shield increase would help. Maybe some armor and hp, too.
[*]Light Mage - now Light mage really has a problem. I can't increase its dmg, as then its Spell 1 would also increase in damage. It is really slow, and run in to kill the marine that's been taking his broodling's kills. The current spawn system really does affect the LM a lot. I am considering giving the Light mage more HP (maybe 3200 to 3400) or giving it an extra Spell 1 (like DM and Psion) where casting it twice would recharge its shield/energy.
Light mage really has problems early game. It gets shredded by marines and broodlings easily. Maybe a shield/energy increase would do the trick, but psionic storm could lead to team-killing :S Maybe lower the cost of hallucination so that it is used more?
[*]Summoner - Finally, the summoner.. which is basically THE main reason I introduced this new spawn system. It works in countering the Summoner. Right now, against summoner's natural counters (i.e. heroes that can pick off his zlings and neglect him HP (Mutant, Warrior, and assassin, dark mage, and volt a bit (they don't have the speed equivalent)), the summoner is a frustrating hero to play. However, with ranged heroes, a good summoner can swarm and protect his zlings (I've done so against mech.. I was able to deter the mech and gain exp). I can't say whether I truly like it this way, whether it is balanced.. but I can say one thing... is that it is not as fun as it was, using multi-lane zlings and not worrying about them getting owned by regular spawns. (which is good n bad
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I think that the spawn counter did the trick. I agree with it not being as easy and fun anymore, but it balances it out. Before, if your opponents had a summoner, and you had no mech, then it would be very easy to level with the summoner. It is different now and needs more skill and micro.
None.