New Economy Dynamic (creep spawns)

Windranger DOTA 2 Hero Guides

I am enjoying the patch, but it feels like this was a minor patch, not a major patch. The game concepts are the still the same. The meta will settle very quickly, as the map and general economics of the game haven't changed much. I am suggesting an small change that would actually have big meta implications, and add a new layer of strategy to the game which wouldn't be solved for quite some time, and yet it's simple.

All creep camps now spawn as an easy camp. All camps must be cleared/stacked (basically the have to spawn) X number of times for harder, more gold giving and XP giving creeps to spawn (I'm thinking 3?) You can tweak this however you want. Some camps, even after being kill 3 times, will stay easy camps. Some camps can level up to medium, and then hard. Or all camps can level up to hard. I'd say only 1-2 camps can become ancients, and maybe ancient gold and XP reduced. This, while seemily somewhat minor, adds a HUGE level of decision making to both game time economy (do sups/cores try to clear jungle to level up camps? If jungle isn't cleared early to level up, cores doing jungle is a waste time ect). How do sups prioritize stacking vs laning?

I don't even know the implication of this change, but as an immortal support player, I think it would have a huge change in the game. This patch is great, but it feels barely a big shift. The meta will settle soon. In order to shakeup the game, you need to change map, items, xp or gold significantly. This wasn't really done. This is a new layer to the game that DOESN'T really make it more complicated or a new mechanic that throws off new players. It's the same concept as really the rest of the game…der stuff gets harder over time. However, higher level players will understand the impact as much of the game is a game of economy, and how do you maximize that game economy?

Thoughts?

Source: https://www.reddit.com/r/DotA2/comments/t1mqms/new_economy_dynamic_creep_spawns/

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