Remove melee units because pathing - so you don't need any nerfs. We all play range units forever and ever.
Was by any chance Drow Ranger the hero you mained in DotARemove melee units because pathing - so you don't need any nerfs. We all play range units forever and ever.
No.Bohemians:
- Remove Siege Engineers
IK it wasn't addressed to me.Was by any chance Drow Ranger the hero you mained in DotA
To me heavy scorpion upgrade should cost less (something like 700 wood 700 food).Heavy Scorpion should have 1 more range (not sure about khmer one). Currently its very situational and not very viable upgrade.
Yeah, it's obvious how khmer scorps being quite viable and used quite a lot just because of 1 range. And I agree, khmer might need to not get another +1 range for heavy scorps or it would be too broken, maybe should also get +1 pierce armor, is bit strange how mangonel line gets additional pierce armor while in castle age scorp has more and then it doesnt get anyHeavy Scorpion should have 1 more range (not sure about khmer one). Currently its very situational and not very viable upgrade.
Agree with bohemian nerf.Bohemians:
- Remove Siege Engineers
Burgundians:
- Stable technologies cost reduction: 50% --> 33%
I'd vote for them losing Blast Furnace.NERF LITHUANIANS ALREADY FFS!
I like itMonks generates gold (¿20 gold?) when convert an unit
Same for Slavs orthodoxy. I guess Spanish Inquisition could be kinda useful, but the other monk techs just seem pointless. I've seen the suggestion to remove that tech for slavs, and instead give them the bonus that monks get affected by infantry blacksmith upgrades. I think a fitting tech replacement would be a tech that allows rams and siege towers to garrison 5 more units (increases speed, damage and fits with the infantry theme), as well as increase their LoS and aggro radius by 3.I think the saracen silver unique tech, Madrasah, should be removed. It is a very situational tech and it costs 100 gold, so you need to lose 3 monks to make up for its cost.
And Buff Burmese to Mayan's Level ♥Nerf mayans to burmese level.
It's a fun kit. I think with Invoker the key is to treat your spells as different smaller groups because they are easier to remember this way. There is one spell where the elements are balanced (easy to remember), three sets of two 2-1 spells for each element being dominant, and then the three monoelement spells (also easy to remember). Once you know all the possibilities smoothly remembering what they do is much easier. For this it also helps that the spell functionality tends to be aligned thematically with the elements composing it.IK it wasn't addressed to me.
But Drow was my first main in Dota 11.
Still don't know jack about invoker
Not exactly sure if this is a good thing tbh! :Dprobably make Men at Arms more viable