Yeah, I can see what’s happening. People who can’t adapt are getting pushed out.
The ammo changes I was skeptical about when I first heard them, yeah… but when I saw what the reason was. I gave it a chance, and then I actually played games with them. Prior to the changes, you could just constantly wear down a tower to make it an inevitability even without staying in-lane to apply pressure. It wasn’t a question of effort, of tactical choices, just a question of whether you just kept those towers firing. AFTER the changes, you have to be deliberate with your efforts. Abathur can’t just sit on a distant lane and passively take a camp by reducing the ammo count faster with his little minions, no, he has to dedicate effort to pushing the lane.
The devs made taking towers/forts more of an action that you have to do DELIBERATELY, and by taking away ammo, they made the towers more dangerous. What’s more, they also removed the ‘extra’ tower to compensate for the increased power.
As far as the XP is concerned, by then, I learned my lesson. Read what the explanation is first, and the explanation is one that the community on these very forums have been screaming about for a long time now… They are re-tooling the XP in a way to reduce the snowball effect that can come from knocking over towers/forts early game. In exchange for that, they are changing how the catapults are deployed in order to compensate, so, you aren’t going to see the dramatic shift in the balance of power between teams when towers fall, BUT losing towers will still have pressuring effects on the team that lost them.
As far as the sylvanas rework… I welcome it. I recently just picked her up, and she’s powerful, but I still find that she’s too shallow of a character. I feel like I’m really only there to spread the dark-purple effect to minions/creeps, and then randomly fire a volley of arrows at an enemy hero that wanders too close. I feel like there is more that I should be doing, and I think the devs concur with that. What’s more, I’ve enjoyed the re-works of Hammer and Raynor, they have stayed very close to the original template of those characters (Hammer serving as powerful artillery in siege mode, and Raynor being a relentless AA-based assassin) while really opening up a great deal of tactical options with the things that were changed.
So, again. The reworks are there to increase depth, and I’ve constantly found that the people who gripe about them are the same sort that were going to gripe about something sometime, and largely because they are losing their shallow tactical/strategic options and being forced to adapt… despite changes being constant in any MOBA.