Spooky Posted April 11, 2013 Report Share Posted April 11, 2013 When your team kill the rax in some lane then more of your creeps are spawn. Of course it helps pushing that lane and gives more map control, but in the same time it gives more money and experience to your enemies. So if u push some rax too fast it may actually gives an advantage to your enemies and give them chance to came back. Besides increasing number of creeps over time decrease performance of the game a lot. Wouldn't be better idea to give some kind of buff to creeps instead increasing their numbers even more? This way enemies wouldn't get any kind of advantage because of rax lost and probably gameplay would be more smoother late game. There are 2 rax which could give 2 different buffs, for example, 30% more HP and 30% more damage and it would be fine if u still could take down only one. Both would give different result for next minutes, depends what u need at the moment. Another thing - at some point of the game, I think about 45 minute mark, everyone get double amount of money from neutrals and creeps. Why is that? What is the point? It makes only game longer, give chance for loosing team to finish their builds faster. There are already more creeps on the map, u already get money faster. Why doubling it late game? If game is long enough then everyone has finished build, all consumeables, elixir and 10k money in the bank. I heard it suppose work different way and increasing mineral gain from creep over time slowly. But I think it isn't necessary at all, increased number of creeps do that job anyway. And what about jungling? I've made a topic about it some time ago and seems community agreed with me. Are devs planning to adjust it little bit? Jungling suppose to provide better experience and mineral distribution for entire team, not give a carry a way to be ahead over everyone else without any effort. Number of money and experience u can gain from jungle should be sth between double lane and solo lane. Besides it shouldn't be available for every hero with level 1 and some basic leech. Would be nice if AoS had heroes which can provide specific role - jungler. Currently that role doesn't exist, as everyone can jungle. That are my concerns about that aspect of current metagame. Frosti, Legacy and Doom 3 Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted April 11, 2013 Report Share Posted April 11, 2013 Hw about one that gives speed and attack speed, and one that gives health and attack damage? Quote Link to comment Share on other sites More sharing options...
doxthefox Posted April 11, 2013 Report Share Posted April 11, 2013 How about both spawn ultralisks on the zerg side and colossus on the protoss side. Also, the protoss get the extended thermal lance up grade for free =). Quote Link to comment Share on other sites More sharing options...
Legacy Posted April 11, 2013 Report Share Posted April 11, 2013 Me, someone with a good cpu never had a problem with this... But. Giving more creeps will harm other's performance. Changing thier stats and gold gain would be a much better idea. Quote Link to comment Share on other sites More sharing options...
SayMyName Posted April 11, 2013 Report Share Posted April 11, 2013 Why just dont reduce the xp/money per creep on a lane being pushed to the amount being overall same per wave that was before being pushed? Problem solved. Now its kinda awkard. Still its better than before when rax didnt gave u any pushing power. Now u must choose if u wanna take rax, do u need it. do u wanna/need push , take meele or range rax(more creeps and pushing power) , ure going to end game or not. Not that terrible. Some strategic aspect from awkward mechanic (u take rax and make enemies being able to take more farm) Quote Link to comment Share on other sites More sharing options...
Psyght Posted April 11, 2013 Report Share Posted April 11, 2013 Just dont kill the surpesors untill your ready to actually make an end game push. Apocalyptic 1 Quote Link to comment Share on other sites More sharing options...
Spooky Posted April 11, 2013 Author Report Share Posted April 11, 2013 Why just dont reduce the xp/money per creep on a lane being pushed to the amount being overall same per wave that was before being pushed? Problem solved. Now its kinda awkard. Still its better than before when rax didnt gave u any pushing power. Now u must choose if u wanna take rax, do u need it. do u wanna/need push , take meele or range rax(more creeps and pushing power) , ure going to end game or not. Not that terrible. Some strategic aspect from awkward mechanic (u take rax and make enemies being able to take more farm) I agree its better than used to be, but I still think that giving push power through creeps buff is better idea than by increasing their numbers and lower performance of the game. Picking 'right' buff would be also some element of strategy but without giving unnecessary advantage potential to your enemies. Currently loosing one rax isn't very painful and IMO there shouldn't be situation when pushing rax when opportunity arrives wouldn't be good idea Quote Link to comment Share on other sites More sharing options...
pchacker Posted April 11, 2013 Report Share Posted April 11, 2013 I have to admit I never understood why the money goes up suddenly at the lategame, I think its something like 42 mins per creep, it should just stay the same. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.