rumpielanimation
New member
In this day and age we have insane amount of hero shooters as well as mobas, while deadlock feels good, i believe, or moreso i do fear that feeling may fade because of examples of many predecessors to deadlock, like overwatch (hero-shooter wise) or league and dota (MOBA wise)
the issue i have is simple - heroes piling up, having so many heroes the game is difficult to balance leaving some unfun metas to hang around, as an overwatch fan and someone who started my journey with gaming in installing a moba that is smite, i know that the more heroes there are, the harder game is to learn, i mean hell, league of legends is kinda overwhelming with how many heroes they offer ON TOP of MOBA aspect of this game, it's just not possible to memorize most of this stuff unless you are in the game since day 1
my solution to this issue is also simple - instead of flooding the game with thousands of different shop items or introducing insane amount of heroes, i'd focus moreso on GAMEMODES, provide different ways to play the game in a competetive way while keeping it fun
mobas/hero-shooters release heroes and shop items to break monotony, but there has to be a stop put eventually because of just how much things you have to learn to get yourself into the game, different gamemodes provide a way to break monotony while being able to make characters play out completely different
here's an example of a mode i have - instead of the shop, we get different switchable perks exclusive to a hero - being more akin to tf2 weapon switch but keeping the abilities to the characters, this provides an entirely different way to play the same game in a competetive setting, creating its own 'brand' of competetive, kinda like tf2 has 6v6 and 9v9
also another crackhead example that's likely less realistic to get in but i'll tell anyways - building up your army of minions to siege the enemy base with them, being able to modify minions rather than yourself, but your minions representing your character, adding another way to play the game in the process
the issue i have is simple - heroes piling up, having so many heroes the game is difficult to balance leaving some unfun metas to hang around, as an overwatch fan and someone who started my journey with gaming in installing a moba that is smite, i know that the more heroes there are, the harder game is to learn, i mean hell, league of legends is kinda overwhelming with how many heroes they offer ON TOP of MOBA aspect of this game, it's just not possible to memorize most of this stuff unless you are in the game since day 1
my solution to this issue is also simple - instead of flooding the game with thousands of different shop items or introducing insane amount of heroes, i'd focus moreso on GAMEMODES, provide different ways to play the game in a competetive way while keeping it fun
mobas/hero-shooters release heroes and shop items to break monotony, but there has to be a stop put eventually because of just how much things you have to learn to get yourself into the game, different gamemodes provide a way to break monotony while being able to make characters play out completely different
here's an example of a mode i have - instead of the shop, we get different switchable perks exclusive to a hero - being more akin to tf2 weapon switch but keeping the abilities to the characters, this provides an entirely different way to play the same game in a competetive setting, creating its own 'brand' of competetive, kinda like tf2 has 6v6 and 9v9
also another crackhead example that's likely less realistic to get in but i'll tell anyways - building up your army of minions to siege the enemy base with them, being able to modify minions rather than yourself, but your minions representing your character, adding another way to play the game in the process