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Hi everyone, my name is Arnold, I am responsible for the game’s combat design and hero balance. Let us talk about some upcoming battle related changes.
About the upcoming balance changes
Recently we have received a high volume of feedback about our hero balance.
1. Firstly, no matter if the feedback it’s sent to customer service, Facebook page, other social media pages or the official forums, we will collect and read them.
2. Secondly, as we are in the middle of the MSC, we hope to provide a stable version of the game as well as the environment for the professionals to strategize within, so they can bring us more exciting matches.
We understand that it is common for players to feel helpless when playing against certain powerful heroes. We also know that sometimes players are met with hostility from own teammates when picking what is considered a weaker hero.
As the MSC is about to conclude, we will be pushing some major balances changes, including:
1. Buff the early game of Mages and Tanks, as well as skill progression. In the current patch, Marksman heroes have a clear advantage, it is common to see double Marksman setups doing alright in the early game and being unmatched in the late game. On the other hand, if Tanks and Mages fail to accumulate a lead in the early game, they will eventually fall behind in items, causing them to fall into a vicious cycle. This is not what we want to see, which is why we are adjusting the early game prowess of Tanks and Mages, so they are not like the Marksman class who are very dependent on items.
2. Improve and optimise neglected skills.
Even though every hero gets 4 skills, we have found that some players only give attention to 1-2 skills. This could be due to that we have yet to perfectly synergize skills with hero play styles, or that there is an over-complication making it hard for many people to fully understand the skills. We will soon make changes to some skills, with the hope that each skill set for each hero has their own unique playstyle and solutions.
About the upcoming new items
Even though we already have more than 80 different items for players to choose from, we are still not able to satisfy the needs of every player. This is due to ever growing hero roster and improved skill level of the community. Since the beginning of the season we had already begun to design new item ideas, and now they are finally here. There are the types of items we will be releasing:
1. Items that can help Mages wave clear
Every Mage player has probably experienced being unable to clear a wave, only to have all the gold and experience soon to be swept away by a Marksman. Now we are hoping to balance the hero tweaks along with that of the released items, in order to allow Mages to have more optimal lane shoving.
2. Items that can improve Tank’s ability to provide assistance
Most Tanks have low mobility, impacting on their ability to help teammates or initiate team fights. We do not wish to see Tanks wasting large amounts of time traversing the map, which is why we are designing items to help Tanks reach the battle on time in order for them to do their role.
3. Optimising the Support classes’ economic income
Diligent supports babysit the Marksman in the early game, but by mid game they eventually fall behind in terms of equipment, meaning they become an easy initiation target for the enemy. The released items will help with improving the gold income of these players who contribute so much to the team.
Otherwise, we have many other adjustments for players to try out. We hope that these changes will help the player experience, as well as allow every hero to reach their full potential. See you next time.
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