I’m not really aboard with this one, please acknowledge that no matter how much you played the general skill level of the players as well as their understanding of the game was simply low…
I think they spawn because your minions have a longer way to travel which makes them so much more vulnerable. On the other hand taking down the shephard bots is relatively easy if you know what you’re doing and have ANY ranged character so you just have to set it in your mind that taking those bots out is IMPORTANT.
I won’t say “plenty” but I had quite a few comeback games on my and the enemy side as well. Because to turn the tide of a game after you lose your first sentry is just a matter of working together for one big clear & push. Let the enemy get thralls, during the time push on their sentry and with a team of 5 you’ll destroy it fast,especially later in the game(and you’re already doing it wrong if you lose your first sentry very early).
So not only the shepard bots are there for a very logical reason- sustaining minions that have a longer way to go but they also are a hint for your team to maybe finally organize and work as a unit, as is expected of a teamplay focused game.
Only thing I’d change is for the bots not be able to give overshields to team(only on incursion) as THIS is a buff that is both unfair and unnecessary.
As to balancing lane pushing overall I have a few ideas:
-increase amount of minions in a wave by 50% so it either takes more than 1 person to take them down or 1 very dedicated to the task
-increase sentry shields by 100% + increase MINION shield damage to the sentry by 200% so that you can’t cheese a push with,say, Miko+ ISIC using ult combo and instead have to actually guide the minions to the sentry so they can take down the shield so you can do health damage. It would also resolve the issue of taking down the second sentry from the small room with the healing pod
-give the sentry an attack that only focuses players when there are no minions around- a continuous “lock on” beam of energy that deals increased damage to the player every second based on their max health %(sort of like the towers in LoL)
I know I’ll get a lot of flame for disagreeing with you guys, but consider my other points at least.