Upgrade mage minions – 200% vision and channel a 20% slow on a single enemy hero
I also want to defend Blizzard’s changes, kinda
In maybe 50% of ranked / 30% of pro games, one team gets an early level advantage (3 in ranked, 1 in pro). After that, optimal play is for the up team to passive soak and avoid fights until objectives, and for the down team to avoid contesting objectives. There aren't many choices to make: it's boring to play. There are only two team fights, one 5-5 and one 16-19: it's boring to watch.
One: Add proactive comeback mechanics. Something high risk, high reward that isn't 100% based on your ability to win a teamfight. Example: bosses (although not often, bosses need a rework).
Two: Switch punishment mechanics from a straight damage/health advantage to something less teamfight oriented. Example: taking an enemy merc camp to punish bad rotations, or after winning a fight.
Why Catas Are Bad
They aren't! They’re just too inconsistent, for a few reasons.
- If the lanes crash poorly, the cata can get cleared for free.
- The timing between catas is about 60-80s: an objective can come and go without a chance to use catas for pressure.
- If the objective is in the cata lane, the advantage is moot.
- You can alleviate a few of these with a global to manage the wave, but this limits the fort advantage to very specific comps.
Why Upgrade Minions?
It's consistent. It rewards/enables good planning. It prevents boring gamestates that are both nearly unwinnable and discourage teamfighting (one or the other is OK, both is bad).
My solution is probably too weak, but it is a step in the right direction.
Remember, I'm pulling for you, we're all in this together.
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