> Make the revive cost 0 at the begining of the game.
> It is not funny to go and die at level 3 and wait unit you have 450 gold... when you only have 200.
Upcoming feature:
You'll get the Gold much faster while still level 3 then being level 10.
> Interesting concept trying to make a micro AoS (AoS isn't a genre that tends to lend itself to being very micro intensive).
> Adding the need for purchasing multiple units (all hero types) is an interesting bent.
Thanks.
> You're going to have some unique issues to sort out.
Oh yes, indeed
> I actually got more the impression that I was playing a blood map more than an AoS.
That may well be so, yes

Although I thought that "AoS" meant you control a handful or less units,
and the comp does the rest...
Well
> The AoS factor mainly stemming from the fact that I had to buy the units I wanted to control.
Although this sorta happens in ever map...
> I assume you're wanting this to be a 4 player FFA.
It is already.
> While your intent is for it to be quick games, I don't see this as going to be a quick game at all.
I noticed.
> The first thing is, you'll notice, the computers will literally just throw themselves at each other
> in an endless battle that never sees a winner.
Yes. Without a player, this will take... a veeeery loooooong time...
> With players, it's going to be even worse (heck I found that the computers started the game doing this to each other)
> in that one player may break free and try to attack someone,
> that person is going to likely recall in to defend,
> and then you're going to have the 3rd and 4th parties all coming for a nice flank backstab.
> Attacker is going to recall (or die and have to revive everything), and by then the defender will likely
> be pushing out as 3rd and 4th party are fighting each other.
> By the time that is sorted out, 2nd party will be on the attack again and the process begins all over again.
Sounds good to me
> Essentially it seems like an endless stalemate.
Difficult to say...
But there are some changes coming up.
> Holy Garage Sale Batman.
> Items litter the land like McDonald's burger wrappers on the side of a highway.
> I notice that even the items in your inventory will start going randomly crazy if you try to pick up a third item.
It's much less random than you think.
But, yes, I do see how that might be confusing...
There's some change there too coming up, which takes some random out of it.
> You'll want to filter what items can be dropped.
> Gerard's Ledger, Wirt's Leg, Spider Silk Brooch, and Sun Keys just don't do it for me.
Works as designed.
There's "Cheese" too
> And mask of death, ankhs, etc. are pretty abusive and reward luck to the first person that can grab them.
You got a Mask of Death?
Impossible!
While you might end up with one, it, supposedly, takes "for ever".
If you got one, may I ask as to how long you were playing?
> I just couldn't find a use for the crypt units.
> They cost almost as much (in some cases more) than the heroes in the center tavern,
> and they don't have abilities, unlike said heroes.
Upcoming feature:
Hero cost set to 1000.
Tavern Heroes must be unique.
Pet Heroes get one ability (3 levels), one ultimate (1 level), and a 3 level attribute bonus.
Note to those that didn't notice yet:
Max Hero level is 15, max Pet level is 7.
> Those spirit towers are in some serious need of viagra (now I don't know WHY I thought that but there you go)
Spirit Towers shoot faster than an Ancient Protector.
A Protector does more damage...
But I'm going to run some test "damage over time", and adjust those settings.
> I probably don't have to point out the abuse that will occur with the ability to hire multiple heroes of the same type.
> Hello 10 firelords with incinerate focus fire, and soul burn on entire armies of heroes.
Fixed.
> I'm going to go out on a limb here and say that ranged >>>>>>>> melee and AOE is going to rule all on this map.
Hm...
Who knows?
> AI on the enemy heroes seemed ok, I couldn't tell if you modified it too much past the default,
> but the mountain giants were taunting and the enemy heroes seemed to like to put a lot of pressure on
> my heroes when they got low hp.
They do better than I thought they would, yes
> Though this feature sort of got blotted over when the giant cluster fights occured in the middle.
That's a feature.
> Recall needs to go.
> Having the ability to escape any situation no matter how bad with your dying and almost dead hero will make
> for frustrating gameplay.
And there I was specifically putting it in so you have a chance to get some help
while that enemy army is in the middle of your town,
and you're on the other side of the map...
> This was entertaining though, just needs some work so that it adheres more to what you intended it to be
> rather than what it's playing into.
Indeed.
> And you'll notice a lot of those items that seem to not do anything at all evolve when you pick something else up
A lot? All!
The trigger will see some change though...
> The NE seem to have an advantage with the mountain giants, although I know you couldn't care less about balance.
The trees go faster with 2 or more NEs...

But, hm... they did seem like an interesting unit to have around.
Still, it's perfectly possible to win with any other race.
> Those heros that kept revivng in the center got really annoying.
> They just pop back up as soon as you kill them, which is frustrating, although you get tons of exp for it
Revival time adjusted.
> It is hard to tell when the towers convert to your side, although that is probably intented to add to the chaotic factor
> (never really saw a warning ping on minimap).
12 seconds.
Ping added.