The idea is to add a full-fledged jungler, as well as a deeper laning system.

m0nk

New member
I think many people enjoy playing in a solo lane; I really enjoyed it when there were four. I'm currently missing that experience in the game. I also think a jungler-ganker or a full-fledged core would really spice up the game.Let's start with adding a "first purchase" mechanic.What it looks like: with your starting 600 souls, each player must buy one of four (or five or six, and so on, you can make multiples, and the choice will be made during the phase where you're facing each other, before entering the lane) items that best suit their character and gameplay. The choice will be limited to one jungle item and one for the solo lane player.For example, let's take two options, one of which will boost initial gifts and lower the fill rate of certain investments. However, in the late game, these same gifts and investments will yield less than the second option, which will be the opposite.This way, we can distinguish characters focused on the enemy or the late game.The jungler, in turn, receives an equivalent of the current Cultist creep eat, which deals damage equal to the health of a small jungle creep (or some large percentage of its health). This item will improve as you use it or as you earn souls.For example, at stage 4, at stage 1, it'll give 70% of the health of a Tier 1 creep, at stage 2, 60% of the health of a Tier 2 creep, at stage 3, 50% of the health of a Tier 3 creep, and at stage 4, it'll be the full equivalent of the Cultist, meaning killing anyone. At the same time, it will reduce the number of souls you can get in the lane.Here's how it works in more detail: when you're in a 2-man lane, you each get 50% of the souls; when someone else joins your lane, it's 33%, and so on. When a jungler joins your lane, the experience is also divided by 3 (but you can split it differently, for example, 40-40-20 or something similar). However, until you have a fully charged item, you'll still receive a partial 20%. The soul bonus for jungle creeps will be increased so that it doesn't interfere with the overall gameplay during an average clear.A solo laner will receive bonuses from their first item to differentiate their gameplay from dual liners and the jungler. They will receive 70% of the souls when they're in a 1v1 lane, and then progressively less so if someone else joins them.These changes will significantly diversify laning, making it more flexible, and will also help to delineate the responsibilities of each team member. Early ganks will become easier and more profitable for everyone, and the jungler will be able to add dynamics to the laning stage.Also, the jungle should be slightly adjusted for the jungler. The spawn locations of T1 and T2 creeps will need to be adjusted so that the jungler can easily kill the first few packs of jungle creeps. This can be achieved by leveling up the creeps, as is currently done in DOTA2. That is, T1 creeps will be placed in the T2 position, and T2 creeps will be placed in the T3 position. And, for example, after the second clear, all creeps will spawn as usual. It's also possible to keep the T1 camp in the lanes for additional income and not change its spawn time, as with the side T3 creeps.Even now, the jungler can find other things to do: gank, clear your own camps, or try to steal enemy camps. Rune and urn control could also fall to him, which would be an interesting choice in priorities.But I'd also consider adding some additional activity.And I decided it would be a good idea, since our jungler role is generally based on LoL, to add a "Tesla Coil" on wheels, similar to the Void Herald.What it looks like: something like the Tesla Coil from Clash Royale, but in the style of our game.It would be located where the urns are currently located when the team has a strong advantage, that is, on the allied side of the map. Capturing it would require killing three spheres, which work similarly to Tormentor from DOTA2. When you kill it, you can connect it to a "rail" of any lane, and it will move and deal significant damage to structures.
 
That is a brick wall of words brother. There is junglers and gankers, part of the fun of this game is that you as a laner are capable of doing that. Changing the gameplay dynamic so that anyone can do anything then throwing in a dedicated jungler is just going to be a dude stealing farm from the carries... unless he is a jungle carry... but in that case it is no different than a laner.

What makes this game special is all the ways it breaks the mold of what a standard MOBA is... Adding roles is going to detract from that.
 
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