Playwithme
New member
I didn't see a suitable channel for this topic, so I created it in bug reports.
Hi, I’m a player with the nickname Playwithme in the game. In the last 2 months, I’ve played around 500 games, participating in high elo lobbies. I’ve also achieved top ranks in the games I’ve played, including reaching the top 100 in Dota in 2016. Here’s my opinion on what could make the game better and where you should focus more attention.
Hi, I’m a player with the nickname Playwithme in the game. In the last 2 months, I’ve played around 500 games, participating in high elo lobbies. I’ve also achieved top ranks in the games I’ve played, including reaching the top 100 in Dota in 2016. Here’s my opinion on what could make the game better and where you should focus more attention.
- Creep Denying: I believe this mechanic gives too much of an advantage. If your hero is better at denying creeps, you gain 100% of the creep: 50% from denying your opponent and 50% for yourself. Considering that gold is your experience, having a 1k soul difference and using that gold to buy items makes you significantly stronger than your opponent. You get all this simply by AFK farming, just because your hero is better at denying creeps. For example, a hero with a high burst can deny almost every creep and often leaves the lane with at least a 1k+ advantage. Having a hero that denies souls better also gives you many more opportunities, while the other hero has to either push the tower or try to kill you to stay on par in souls.
Suggestions: I think the amount of souls you get should be either 0 (you take 50% from the opponent) or reduced by half. Additionally, make it so souls cannot be denied from a greater distance and make the soul orbs visible within 20m, the distance at which a person takes full damage (18m), so if they want to contest the orb, you can fight them and they will take damage.
- Spirit Damage at Range: The damage doesn’t fall off with distance, which leads to situations where people can stand far under a tower or shoot far under your tower as early as 3 minutes into the game. Talon's arrow deals 200 damage at any distance, Wraith’s cards also deal 200 damage at any distance by 3 minutes. This damage is very high. I don’t think we need to nerf all abilities, but for example, the damage fall-off for Venikda's ult should start at around 50m, and Talon's arrow should deal less damage after 20m.
Suggestions: Reduce spirit damage over distance, but leave abilities that are designed to not be affected. Alternatively, add a level 5 talent that increases the range at which they fall off or removes the fall-off entirely. For example, a level 5 talent for Talon's arrows that makes them deal the same damage at any range sounds good.
- Importance of Pushing Lanes: There are 4 lanes in the game, and the importance of pushing these lanes is incredibly high. Even two waves of creeps without a hero can take down a Walker. This isn’t Dota 2 where you have glyphs and strong towers to kill the mobs, so managing lane pushes is crucial. This leads to always having at least one, and often 2-3, players split-pushing lanes, turning the game into a lane-pushing match. This might not be bad, but it results in almost no 6v6 fights. Even 5v5 fights are rare, and people don’t come to mid-boss fights for a 6v6 battle, resulting in 6v6 fights only when pushing the enemy throne. I don’t think this is normal, as it forces your team to split into groups of 2-3 to apply pressure from different sides. I’d like to see more mass fights in such a game; I think everyone shares this desire, instead of playing cat and mouse.
Suggestions: Perhaps having 3 lanes (2-2-2) would be better, or reducing the map size, or at least making towers kill creeps. Solving this problem is very difficult, so I hope you come up with something!