2012-11-11, 05:48:25
I was going to state that long range should stay just like this, but then I noticed how long range is good in the beginning, but in the end, most of the players focus on really short range for the dps.
However, in my opinion this is not a direct result of the balancing between the ranges, it's more about the creeps becoming meaningless in the end of the game, making you able to get very close to your enemy, which is almost impossible in the very first minutes of the game. Right now I can't think of a way to fix this, as scaling the troops strength up in late game would slow the game down a lot, and reducing their strength in the beginning would make the start boring. However, I think that the solution of the range problem lies there. Simply making long range even weaker would force even more player into short range in the end game. I don't know... Maybe someone else got an idea there. (And items designed to tackle this problem won't solve it throughout the map)
However, in my opinion this is not a direct result of the balancing between the ranges, it's more about the creeps becoming meaningless in the end of the game, making you able to get very close to your enemy, which is almost impossible in the very first minutes of the game. Right now I can't think of a way to fix this, as scaling the troops strength up in late game would slow the game down a lot, and reducing their strength in the beginning would make the start boring. However, I think that the solution of the range problem lies there. Simply making long range even weaker would force even more player into short range in the end game. I don't know... Maybe someone else got an idea there. (And items designed to tackle this problem won't solve it throughout the map)