So you're saying that the stat bonuses are so balanced that it doesn't matter which stats I skill?
no, but the shear number of different outcomes it baffling, so i highly doubt there is a best standard everyone should use, taking into consideration how one wants to play
putting everything into str will make you a tank, but then u don attack fast, and cant cast for shit
balancing them all makes you well rounded, but what if u want to make a casting tank str hero this game, and next game make him all out attack speed?
now you can
When the outcomes are not equally strong, how's that not supposed to be a balance problem?
not everything is the same, though i doubt there is a high and mighty superior, as stated above
What promotes team play? Not pausing the hero?
I could as well say that pausing the hero forces the team to send another hero to defend the one that captures the beacon.
pausing gives limitations, u go and u cant do shit, u cant decide what to do on the fly
what promotes team play is, needing a team to take/or hold a beacon, if your against a good opponent, send 1 guy and u get stomped, send a few, while another tries to keep the enemy busy, is something else
Put them in camp mode should do the job.
Or remove them.
camp mode?
Gameplay/Balance > Realism
Well, I made many melee maps, so maybe I'm a bit too strict when it comes to balanced layouts...
It's just that the layout is so... well random and irritating
i wasn't trying to be real, i was trying to be different, the majority of AoS's are symmetrical, mine is not, its not unbalanced, I don't think, its not ugly, i don't think, its different
x number of tics between this point and that point is not needed, 3 camps here, 2 there, 2 there, as opposed to 2,3,2 is not needed either
look at the big picture
the creeps meet in the middle, there are paths to travel and camps here and there
get in there and fight, and stop worrying about whether or not it takes you 15 steps in that direction, when the other hero only needs to take 14