Hero balancing idea: Mobility classes

mantlet882

New member
First the idea.

Separate current and all future heroes into mobility classes. Taking for example some other games you can divide them into 3 groups: Heavy, medium, light, which would affect movement (like ability to double or wall jump, dash distance etc) and amount of health (which is already a thing like abrams having more hp than haze)

Example of how it could be done.
Light heroes wouldn't be changed a lot, remaining all of their currently avalaible movement set with maybe adding some extra stamina and increased dash distance. That would allow them to quickly engage in and out of combat and being able to stay out of range of close combat characters, which usually insta kill these squashy heroes.
Medium heroes would have default stamina, but for example couldn wallbounce, or double jump. That would keep them being a versatile unit, but still not able to rotate and move around the map as fast as light ones.
Heavy heroes would have restricted movement like low (1-2) stamina, short dash distance, neither wall nor double jump. That would make taking close range fights where most of tanks excel a challenge.

Now for the reasoning behid this.

There's a lot of things to cover so i'm not going into many details but rather just pointing at them without much uncovering. Firstly - it's a 3d moba rather than being a 2d one like DOTA. Current movement mechanics makes movement around the map way too easy: gangs do not cost anything and late game being just people randomy running from lane to lane. It's even possible to farm troopers on 2 separate lanes at some extend. Adding these classes would change the gameplay and make it more high risk - high reward type, which moving around the map is supposed to be (at least it is that way in other mobas).
Secondly and what was the main inspiration behind this is character balancing. I was watching some abrams streamer the other day and he was really good at all kinds of movement tech. What made me think is that he is moving around the map like a grasshopper as a big sturdy blue buffed demon guy who's dash animation is just him jumping forward with close to 0 finesse, and who is able to almost one shot people at close range. This kind of character being able to get into the favorable position should be challenging and not an ultra easy thing. Take any other hero shooter for example. Big bulky guys with overpowered close range combat usually have hard time to gain and maintain said close range. They have abilities that help in doing that and that what is making their skill ceiling grow.
And a third least important thing, it would add variety into character gameplay and make it more diverse and enjoyable. Right now whether you take some light hero or a tank your movement literally stays the same, without even slightest change.

Thanks for reading this abomination. I'm not a writer and sometimes have hard time explaining something to other people, but i'm sure it's enough to get the point. I will occasionally check comments and participate in discussion of this, if it, at least, will take place.
 
This suggestion not only limits hero design, but goes completely against the main design of Deadlock and what people find fun in the game.
You essentially asking the devs to start creating heroes in tight boxes which they curate the gameplay off and completely ignore that this is a heavily vertical game.
 
First the idea.

Separate current and all future heroes into mobility classes. Taking for example some other games you can divide them into 3 groups: Heavy, medium, light, which would affect movement (like ability to double or wall jump, dash distance etc) and amount of health (which is already a thing like abrams having more hp than haze)
I dislike this idea. I love the amount of freedom of player expression in the movement and itemization system. To wall some movement mechanics behind certain categories of heroes is a bad move because it raises the skill floor and lowers the skill ceiling for those characters who benefit.
 
+1 on No. Movement has already been nerfed more than enough, despite the movement being the most celebrated and well-received aspect of Deadlock. Nerfing or restricting it more would be a massive mistake.
 
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