I noticed several things people tend to complain about when interacting with the enemy's macro composition.
1. Shadow mass. Once set up, ele has no real way of approaching the buggers except in the case of super micro champions. As we know, shadows can out run most ele units, can shinobi their way out of almost all situations if played correctly, and instarek the only 2 units capable of manipulating them (i.e V's and waters)
2. Wing stall. Where the opponent uses their statue as the boss unit aka SUPATANK (mostly due to ele units dps being altered vs the enemy units. like fires dealing less damage to unarmoured as opposed to heavy tanks and structures.) the opponent could have virtually no way to approach but can outrange and kite w/poison and possible turret assist.
3. Bombs cause duh.
(KEEP IN MIND THAT THESE ARE THE ONLY REAL ISSUES ELE HAS TO FACE. DEATHBALL CAN BE STOPPED VIA MY PROPOSAL AS WELL)
Blind gate as of now only visually impairs the opponent who is NOT past its borders. Basically its entire purpose is nullified by a single unit approaching so it has no practical use. You spend 550 g for this. It cannot be used without support and has a set time limit.
I propose, the blind gate recieve a single addition. This would be, blind gate impairs the opponents ability to EITHER see beyond in entirety like it should (which is rational) OR impair the ability to select choice units in the following ways. The opponent loses the ability to right click beyond the bg perimeter, HOWEVER , they may select their units and click anywhere before the bg.
To prevent abuse of this and to make it even more reasonable, the user does not recieve the earth back, the user may not que another for 30 seconds between so the opponent has the opportunity to engage at that point with their shadows, bombs, etc.
Ranged units outside the gate may still see in the second variant of blind gate but can only right click for on ele units for as long as they stay out of bg line.
(For the 30 sec delay an additional anim to show that the bg is down such as the orbs on top of both posts shatter. The posts remain standing/broken for 28 seconds, falls the next two.)
This fixes the issue of approaching shadow massing for the most part and makes turtles slightly more approachable with casters.
If a cost change needs to further balance the second bg variant to further balance so be it.
Wing stall
bombs and wings will be manipulated for field control with the proper usage of my suggestion.
Trees will move upon bg coverage to root to gradually gain ground on the opponent. (along with other support) IT ALSO COMPENSATES FOR THE RANGE DOMINANCE WITH PROPER BG PLACEMENT.
Recap:
Bg V1= no vision beyond barrier AT ALL.
Bg V2= Micro manipulative whilst retaining vision when beyong bg line. Loss of vision if no longer past bg line. Delayed que time and increased cost (mana wise.)