Originally posted by stopeverythingpls
I hope this is noticed. The TTK changes for creeps makes the game a drag early. I’ll just be talking about early because late game is actually enjoyable, getting there is another story. Carry struggles to clear waves, as does solo. By the time one wave is cleared, the next one is already there, so then you can’t get xp, back, etc. The objective buffs were great imo, but camps and minions take too long to clear if you aren’t the jungle.
We felt that buffing minion health was important to make sure the early game was still interesting.
If minions die very fast AND everyone is harder to kill - then you get much more in-lane stalemates.
The slower minion clear gives more opportunities for pvp combat, and puts more pressure on HP and Mana management - which is a key factor in skell expression in mobas.
We might tone this down a little but in general we think it was necessary to pair with the god TTK changes.