Sarudak, on 11 May 2012 - 12:38 PM, said:
Won't this eliminate a lot of the options for making dynamic and interesting commanders? Like with heroes you can give them one really OP ability bu balance it out by having their other abilities weaker or low health or something. With the commander what's to stop them from just picking all the most powerful abilities? You're only option then is to make all the abilities of equal power which means you can't have any abilities that really stand out.
You don't have all the information and as I alluded to above, I'll be going into far more detail at a later date. Here are a few more tidbits but certainly not everything:
A.) He won't be able to deploy them early in the game so he'll be sitting around forever waiting to get the gold to bring them into play. Without low-level powers to help him scale up to that level he is likely going to be bored and vulnerable. Ofcourse, it that is the strategy he wants to try - go ahead.
B.) If he did survive long enough to be able to purchase his high level powers he'll find that they are on very long cooldowns so if he deploys them and they fail to win the game, he's going to be waiting around and extremely vulnerable while the cooldowns complete.
A key to success will be how you move through your powers during the game. Its perfectly viable to save up and just purchase high level ones however most of us are moving the tiers so we aren't caught with our pants down.
If anything, the new system creates far more dynamic and interesting Commander play. Its essentially "build your own Commander" similar (but not completely analogous) to how Heroes experiment with various builds, build orders and timing of purchases.