HmmEarly levels used to be a slugfest until anyone dies, it became so much more lethal, miss steps are punishable so much more... Playing well from minute 0 and juking skills, landing your own becomes really rewarding.
Jaina exploding another squishy in one rotation, AA heroes can harass melees out of lane in no time, it feels awesome.
Here's Muradin's health on PTR Scaling Test vs. Live.
http://i.imgur.com/w6YYlzU.png
I definitely like the idea of the lead more easily flip-flopping between teams pre-10. Pre-10, I think the games tend towards one-sided. After 10, it's definitely easier to teamfight with a level deficit.
I also like the idea of emphasizing the differences between classes earlier. The more varied the heroes feel in the early game, the better.
http://www.gosugamers.net/heroesofthest ... t-stronger
The death timer change is fine, except I think the level 1 should be pretty close to live. A fight over an objective is gonna be at level 3 unless your team completely ignores soak. I guess they don't want to incentivize anti-soak, but still I'd like to see a little early-game allowances for bad lane-matchup. We'll need a ping to rotate, but we needed that anyway.
The 'lethality' thing is... a concern. It's true that the early game feels like a different game than the late game on live right now. I dunno. I guess I'll try it out next week.