Ability balancing for end-game...

I gave it much thought and I have both a complaint and suggestion regarding ability balancing for end game.

How often have you been playing a character who has an amazing direct-damage ability, only to have it dwarfed end-game making your character completely useless while a general overpowered and unkillable?

Well the problem is: If I have a direct damage spell do say 1000 damage. That is great at beginning game, but near end-game my character usually deals a good 3-5 hundred damage a swing. By the time I get a single ability shot off I could probably get 3-4 swings of my weapon in. This means that the ability is useless. This problem makes the generals overpowered as they have high melee damage + priest healers + high hp + their abilities like the oak's invulnerability and the vampire lord's hp regeneration and teleportation (damage but more importantly prevents enemies from running) and stun.

Characters with stun abilities begin to become superior to those with damage abilities. All someone has to do is get enough HP as a general to not be insta-killed and let the priests you summon heal you.

 

My suggestion: Get rid of +weapon damage items completely. Anything that does + weapon damage including abilities like god strength for the rook. Instead replace them with + damage. + damage will increase ALL damage dealt, ability AND weapon. Of course the bonuses should not be +100%, maybe a +30% instead? What this would mean is that as a character scales his strength using items, the abilities would scale as well so at end game my fireball or snipe skill is not 100% useless. Also add + effect items, like +30% effect, so durations of abilities like invulnerability increase, stun increases, and so on. And of course add effect resistances, which are the counter to + effect items so -30% enemy ability effect aura (does not stack).

I would also hope that the ability text would scale as well as the actual ability damage/effect as it would be very valuable to the player to know what the abilities do exactly.

1,279 views 6 replies
Reply #1 Top

1) Get rid of all +% damage items.

2) Replace attack damage with damage that affects abilities as well

3) Profit

Reply #2 Top

Quoting Heavenfall, reply 1
1) Get rid of all +% damage items.

2) Replace attack damage with damage that affects abilities as well

3) Profit
End of Heavenfall's quote

 

fail :)

Reply #3 Top

Or add higher tiers of abilities which only become available at level 20+. These could be scaled appropriately for the end game, and also mean that there would be more variation between demigod builds because there are more skills but the same number of skillpoints. It would force more specialisation rather than every demigod's skill choice being essentially the same. (ie all Rooks the same, all Oaks the same etc.)

Reply #4 Top

My complaint is not the fact that all demigods are the same (I assume they will add more abilities later) it is that abilities with fixed damage are good if all demigods DONT buy any items. Once they buy +hp armor, or if you buy + damage items, these abilities become useless since regular attacks do almost as much damage.

 

That and sometimes demigods lock up and dont attack, or cast even if ordered. But thats a bug not balance issue.

Reply #5 Top

Sure this needs balancing but...

did you ever played dota?

Earlygame nuking VS latgame physical damage is a normal change in dota and in any game with fixed dmg nukes and statbaed physical dmg.

Reply #6 Top

I think that's due more to engine limitations in DOTA than actual gameplay choices.

No one wants to do the same thing with every hero, which is what is happening here in the late game.