2010-05-20, 00:29:49
I think the reason why tinkers have early game advantage more than anything is because their starting towers have 4500 hp, and unlike the scout's tower, will regenerate 100% of its HP as it builds. I think a lot of us try to take out early tink towers as they start building but in the first 5 minutes each tank only does like 200 dps so you can rarely take out a building tower because it regens so fast.
I think a good balance idea would be that if a tink tower takes damage as it is building, that it finishes building with less HP instead of at full HP. That way towers could not push foward as easily early game and would keep tink players from playing so offensively in mid to rob the creep kills. They would HAVE to play a defensive role.
This would also encourage more tink players to choose the 'repair' skill, the least popular of tink abilities imo, and also force the tinkers to actually stay close to the fighting to repair their towers
I think a good balance idea would be that if a tink tower takes damage as it is building, that it finishes building with less HP instead of at full HP. That way towers could not push foward as easily early game and would keep tink players from playing so offensively in mid to rob the creep kills. They would HAVE to play a defensive role.
This would also encourage more tink players to choose the 'repair' skill, the least popular of tink abilities imo, and also force the tinkers to actually stay close to the fighting to repair their towers