The main benefit of Spit over this situation is that after the 0.3s cast time, the UB can turn away. With the setup you've detailed, additional damage is needed to be injected into the situation that requires that the attackers place themselves at a greater risk compared to the situation I listed.
I am aware that Spit has some advantages which lead it to be stronger in some cases, but it also has some disadvantages which lead it to be weaker in others. It seems you place far too much weight on UB's "ability to turn away," I find this is a fairly useless advantage. Spit and Run is owned by Priests and horribly owned by Heal 3.
If the UB where to stack their Spits at the onset of the encounter, assuming both players of both sides are present, Spit would force one person out of the situation to heal or retreat entirely, turning a 2v2 into a 2v1. As the cooldown is a mere 7 seconds and the UBs are a force to content with in Melee, they could quite easily overpower the opposition, and still allow themselves a Spit to a fleeing opponent. It's a difficult situation to counter, however it is do-able.
Its just simple focused fire, any combination of DGs can do that. Nuke the same person, they get threatened, have to pull back, turns into a 2v1, etc.
The point I'm trying to make that Spit is simillar to Snipe in that it offers greater protection to the attacker due to the DOT nature of the ability; unlike other abilities which decrease armour or increase damage received and thus require additional damage be injected, Spit does it's damage in a manner which allows the attacker to retreat while still dealing damage. Adding additional Spits on top increases the lethality of the attack while not increasing the risk to any one attacker.
Completely wrong, the problem with Snipe has nothing to do with Reg being "safe" while he uses it, it has to do with Snipe's ability to project power from extreme distances, allowing multiple DGs to effective gang up on a single DG even when few-none of them are actually near that DG. Effectively it gives you a momentary 3v1 (or however many snipers), except that the victim is unaware and often unable to stop it.
Spit is completely different. There's no way you can get hit with 3 Spits unless you voluntarily engage, which would only happen if you had 3 or more DGs present as well. At that point its a pitched 3v3 battle, in which case Spit and Run is easily counterable and so you are left with a straight battle. You must be crazy if you think that 3x UB stands a chance, much less will win, against a diverse combination of Sedna/Oak/UB/LE etc.
I've been trying to be nice by saying that there might be some cases where 3x Spit actually would be good, but come to think of it I can't think of any. It gets countered so hard by good HP stacking / regen / Priests / Heal. So I guess I'll just go right ahead and call you out on fundamental assumption: 3x Spit SUCKS. It is so far away from being OP, its a disgrace that you would ever imply such. Its bad. Not only not OP, but in fact BAD.
As I've already stated in the other threads, stacking of a particular Demigod advances the use of their primary ability outside of what I could call the acceptable limits. Snipe, Spit, Towers - they all can be abused. In double, they're an annoyance - in quartet they become a problem. Yes, there are counters, however it then limits what Demigod combinations - or what builds of Demigod combinations - can be used against them thus limiting gameplay. We have 8 Demigods, and at most 5 team slots to fill. There should be no need to strack Demigods.
Complete BS theorycraft. This is what I was talking about when I said "imaginary force multipliers." A DG is a DG, and (with the exception of Snipe) a "primary ability" is not magically amplified by the presence of other matching "primary abilities." A team of 3 has 3 DGs with 3 "primary abilities." A team with all the same "primary abilities" STILL only has three.
Any two DGs can achieve some level of synergy with each other by simply focus firing and working as a team. The point is that doubled DGs do not benefit from this more-so than other combinations. 2 Spits is just 2 nukes on target, same as any other 2 DGs could do. 2 Spits is certainly outside the acceptable limits of what 1 Spit should do, but thats obviously because, you know, there are two of them. 2 Spits is perfectly within the limits of what 2 nukes should be able to do.
When you have 1 UB, you have a certain amount of power, lets call it "1." When you add another UB, you now have power = 2. You now have 2 DGs. Overall Power Per DG = THE SAME. I suppose one could argue that its actually slightly higher to take teamwork into account, but like I said, any two DGs can work together, so theres nothing special about doubles.
What you're suggesting is that we let double occur, and if there is a problem then we bring in changes to get rid of them. I believe there is a problem in certain circumstances, however quote any one of my posts asking for offical intervention. You will most likely have a difficult time finding one. I don't want them out-right banned, I just want people to accept that they tip the scales slightly, and people have a well founded reason to not want them in their game.
I won't accept it because its not true. Its complete BS theorycraft, held up by flimsy and invalid arguments which include imaginary force multipliers, imaginary need to counter doubles with doubles, and deliberate ignorance of basic game facts.
If you allow doubles (ffs what am I saying, they ARE allowed, PERIOD) then you can truly see if they are imbalanced as you claim. But I am confident you will find that they are not. In fact, as I said before regarding Spit, I think you will find in most cases not only do they not "tip the scales," they are in fact bad.
This is why I get so irritated by people complaining about doubles. You are trying to ban something that is WEAK. How stupid is that?