item "pull" to combat a lack of build creativity once a meta is established, and provide a more balanced way for overpowered or meta items to stay.

morphergx13

New member
you know at school to decide on a person getting something they might put you and the rest of your classes names written on small individual strips of paper, and put the paper in a hat and pull a piece of paper out, and the person whose name was on it, was chosen? well i was pondering over how to combat a destruction of build creativity once a true meta is formed, then it hit me. items that weren't fit to have as the base items but were too well liked to just kill. Maybe a few items are randomized. so that spot, maybe there are 3 or 4 different items that can be put there.
If each match might have some different good item, then each match can at least hold that level of difference to the last. im not great at explaning it but lets say you have got this.


at the start of a match, a random item is "pulled" from a "hat". (like the analogy earlier). in the hat, a few items are picked. they are plopped onto the shop screen for their item type.

instead of removing a particularly powerful item, you can add it too the hat. this means it doesn't plague every match, and when it appears, people are more careful for its use. New metas are found outside of the item. and those replace it. when the item appears, it is just used as a good item.

this could be changed in numerous ways if any of this doesnt sound great but i think it might keep the game fresh for the years that come.
 
Nope, this won't keep the game fresh, this might break some hero, especially some item counter a certain hero (Metal Skin vs Haze, etc...) It might make game unplayable for or against some hero.

Right now, itemization is already diverse I build item different every time depending on situation, my lane, my networth, depending on opponent composition.
 
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