Hey guys, just a short summary about my thoughts about the new patch. I concentrate about the supply change and what follows of that, cause i don´t wanna type hours like bonny . First of all i dont like the new supply change and the following T1 debuff. For sure you have to do something about the unit spamming, but the really heavy T1 makes the units useless in early game. You normaly didn´t need supply before, lets say, wave 5/6. So the "no supply cap" doesn´t affect till here, what means, you have only a hard disadvantage of that. The missing +3 income boost makes it harder in early game as well, cause you miss some gold and some starts just won´t work anymore. So, i try now, to build so less T1s as possible, cause the gold/power ratio is really bad. Cause of the new reroll mechanic, the really late game units doenst matter a lot in the first roll. I think thats not the sense of a T1 unit. In my feeling you need T1 for the early game, cause you have less gold and have to focus on cheaper units. Now its kinda the opposit. It feels like that im shifting kinda every wave a bit what is really hard to handle for new players. And that just to avoid building T1s. In late game you can still spam the T1´s, cause 1 hit overkill, is overkill, it doesn´t matter how much live one T1 have here. One more edit. The "flame/criticism" about some other changes are okay but sometimes i dont share em or i dont see em that critical. Unbalanced king spells - things like that are easy to balance after some patches, cause you just have to change some gold gain, +% lifeleech and so on. But i think the removing of the supply cap with all the follow ups, like more att speed for all mid/late waves are and what i wrote with the roles and when are you likely to build T1s are very hard to handle. Aura merchs (pack, mole, hermit) are kinda a must of every wave, cause they do so much more than the other merchs as a reason of the buffs to the wave strength.