2008-09-04, 22:44:09
Troop Command in its current state is just too imbalanced for early-mid game play. As of right now it can be used as a defensive/offensive rocket sponge that is virtually unable to be defended against. It is a good idea, but the current stats and use of this item is unbalanced for early game. The money received from killing the troops is far too low, but the money return to the user is high. Also, the cooldown is way too fast and can be used in "waves" to be pretty much untouchable. By the time you kill one wave, there is already new (dark force or light force) troops in your face and when you have dealt with those, troop command is ready again to continue the cycle. I just think this item needs to be revised in some way.
Balance Ideas?
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Make the cooldown longer
Decrease the amount of troops spawned
Increase the cost
Make spawned creeps bounty higher
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*Not saying that all these need to be implemented, just some of the ideas that would make it more balanced.
Balance Ideas?
------------------
Make the cooldown longer
Decrease the amount of troops spawned
Increase the cost
Make spawned creeps bounty higher
------------------
*Not saying that all these need to be implemented, just some of the ideas that would make it more balanced.