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Edited by yjubilosa at 2017-5-15 01:16
Hello, everyone. I’m Arnold, the person currently in charge of the design of the game’s battle experience and hero balance. Recently we’ve received a lot of feedback from players about the hero Moskov, so today I’d like to talk with you in detail about this hero.
In the earliest design phase on this hero, we wanted to design him as a hero that needs to constantly adjust his positioning in team fights, enabling him to be an AOE marksman hero by adjusting position and using the piercing effect. Basically he would need stronger teleport and AOE capabilities compared to other marksman. But after releasing this design, we realized this made him a very hard hero to learn, so we increased his attack distance and armor piercing distance, and also made his basic attack take off 1 second of 1st skill cooldown whenever it hit an enemy. The results after these changes indicated that this hero was getting easier to use, and his usage rate and win rate started to pick up. Now everyone is fairly adept at using this hero, and the majority of players can master most of this hero’s capabilities.
But now another problem has arisen, namely, since we’ve made him easier to use but retained his powerful attacking abilities, Moskov has pretty much become a permanent fixture on the battlefield, and that is never a good thing when it comes to preserving variety in the game. Meanwhile, a lot of players have become aware of this fact and starting sending us a lot of feedback and suggestions. We, in turn, have been tracking Moskov’s data and confirmed this point, so we’ve decided to implement further adjustments.
In our discussions about how to go about this, we hoped to preserve the hero’s core game mechanics. We didn’t want these adjustments to change the feel of this hero too much for players already used to using him. Therefore, our adjustments were mainly focused on two points:
First is his ability for rapid development. Moskov can very quickly clear a whole line of minions, then go off and do something else, basically making it possible to avoid lane battling with the opponent, and there was not much the opponent could do about it. So, we’re making his penetration damage increase with level. This way, his passive damage in the late game hasn’t changed, but his lane-clearing ability in the early game is maybe not as strong as before.
Second, we’re adjusting Moskov’s attack speed. Currently, his 1st skill greatly increases his attack speed, and at the same time, attack speed helps lower the cooldown for his 1st skill. This leads to him being able to teleport quickly and get lots of attack speed without having to equip much of any attack speed equipment. So, we are lowering the attack speed boost provided by this skill, which will make Moskov unable to rely on the attack speed boost from the skill alone to quickly run down the skill’s cooldown time. And it will also lead to a certain drop in his attacking ability. This will force players to make some trade-offs when choosing between attack speed, lifesteal, and crit strike equipment.
Of course, these adjustments are still in testing and may be tweaked further pending test results. But with these changes, we hope to keep Moskov within a reasonable range of strength and allow room for other marksmen to be competitive. If you have further feedback about your hopes for Moskov, come let us know and discuss it on our official forum. Thank you all for your support.
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