De-turtle UD

as an UD player i get ppl complaining abt UD turtle playstyle – i dont like it either. so here’s a rebalance idea to change that

#1 get rid of passive heal on creep, or drastically nerf it to be like, half of another race’s passive regen. or just make it only acolytes (could be an upgrade, nobody else starts with free healing forever (NE healing isnt free, regardless of how free it feels it still puts them behind on their timings every time they build a well))

#2 give sacrificial pit the ability to load an acolyte, can’t be un-loaded, dies if the pit is destroyed or unsummoned & its food cost is instantly refunded upon being loaded (more like a kodo consumption but only for your own workers)

#3 give sacrificial pit spells that consume an acolyte inside of it every time they are cast, one of which applies a healing salve onto target UD unit with global cast range but its target must be touching creep to be targeted, another is sacrificial skull to spawn creep but must be targeted on creep as well and another is sacrificial knife to deny XP (I dont remember what buff the knife applies, i never use it)

The reason UD has to turtle is cause its weak and cant fight. So they have to run home to mommy and fight on black soil with citadel tower. Its not that UD is more turtly than others. In fact, orc has burrows and HUMBA has arcane tower + best buildings+upgradable buildings+militia meaning u cant fight into human base. So HUMBA and orc have better turtle capacity than UD. The impression that UD is turtly is simply from this fact that UD is weak so they run home and hide. The solution is very simple: nerf HU. This over tuned garbage needs a good tuning down. This will make UD fight more out of base and HU will stop crying :smiley: