Could you explain about the problem with the relationship between trees, waters, and earths? Also the early game problem.
1. Giving elementals some early game options seems decent, but it seems like you want the 4 base elements to be THE early game units and the combinations to be the mid-late game units, I don't see the need for that. Also, if you were the developer and you were to lower the gold costs of the 4 elements, you shouldn't leave them the way they are, imagine 300 gold airs running rampant.
2. Well, getting rid of the healing leaves no healing option for elementals besides the garrison. And my idea was to give elementals a good healing option besides the garrison. Also, what "problems" were discussed previously?
Gladly I will explain what I think the problems are
1. The very early game is boring and it is difficult for ele to compete early game.
Mass earth is popular as they are good value for money you can stun lock and waste time. Then or at the same convert to get out of this phase and into others units which I will further explain.
2. Yes maybe it is a personal problem and it ties in with what Wyz was saying about Ele being TOO diffrent from the other two empires.
I don't like/don't find it viable. That a early game unit is a healing one that offers nothing on offence. Order has Archers with offer great DPS. What do Waters do? Freeze a unit? This could be good if you freeze a archer or a dead. But what's happens when their are more? If you have more than one water the healing becomes less valuable as you have many units all doing the same thing. It's not like Archers where you have decent DPS infact early game Ele lacks DPS in general.
3. Trees. This is more complex and I'm probably not the best person too talk about it. But basicly their too easy to Mass. Have too Much HP and then late game their three scorpions are meaningless. I love the concept of them their a nice touch to SW1 (Magikill) I actually thinks death root is the best things about them. Their OP early game and then UP late game it's crazy.
4. Let me expand on my idea to lower gold costs. By allowing fires and airs to enter the game earlier, easier and in greater numbers it wouldn't only give Ele more options early to early mid game. But also make Ele stronger early game.
Yes this effects combinations which is why I would increase Mana costs of Combinations. Combinations should be for mid game as the base elements in their own right currently get crushed late game anyway. It would also give Ele a better tier structure seen in the other empires.
Also scorch and blind gate have too go simple as IMO