@Riot Sparkle : Dragon Suggestion

Zullar··2 votes·229 views

As a player who always plays out games to the end I've noticed that when losing you can still comeback more often than one might guess. All it takes is one or two big plays and get some comeback gold/exp you can get back in the swing of things. Huge comebacks make for some of the some of the most awesome games.

...until the Infernal/Ocean/Cloud/Mountain dragon change. It is completely demoralizing when you lose the early game and the other team picks up all the drags. Even if you can survive for a while you will always be at a massive power deficit and there is no way to comeback in terms of power. For example if the other team picks up 2x Infernal's and and Ocean and Cloud or something I feel like why even try. It's really disheartening when there is no way to come back in terms of power and the rest of the game will be an uphill battle no matter what you do. When you get down a bunch of drags the whole team tends to give up and gets depressed because there's literally no way to recover in terms of power even if you make a big play. As opposed to just the gold/exp deficit where you can try and make a big play and get all that shutdown gold/exp and catch up.

I think about this analogy. Would it be a good game design decision to lock all characters at 20 minutes and prevent buying any new items or leveling up after 20 minutes? So, for example, if one hero is level 17 with full items and and the other is level 14 with only 3 items it's locked that way for the rest of the game? No... this would be terrible idea as it would make any comeback feel like an impossible demoralizing uphill battle because you could never recover from the power deficit. Most people wouldn't want to play if they were losing and they'd just quit/surrender. The Infernal/Ocean/Cloud/Mountain dragons feel the same way to me.

What I suggest is make some way for the losing team to make a big play and come back in terms of dragon power. Just an example idea: Killing an Elder Dragon copies one dragon buff from the other team that your team currently does not have. This would give a massively losing team an opportunity to comeback in terms of dragon power without snowballing the winning team further. And if the game is ~even where both teams have different dragon buffs from each other then the Elder Dragon has additional value for both teams (i.e. if Blue Team has Infernal and Red Team has Ocean then if Blue Team kills it they gain Ocean, but if Red Team kills it they gain Infernal).

Thanks for reading.

8 Comments

Zullar1 votes

Bump

HalcyonDweller1 votes

Copying a buff from the enemy team when taking Elder Dragon sounds like a really cool way to even the playing field!

In addition to your idea I really want to see Fire and Mountain drake buffs get more windowed frames of power rather than simply be flat damage boosts across the board.

Oleandervine1 votes

Yes, I would agree with this. Even if the Mountain Drake's damage ramped up over time while you were engaged with a turret or something, or if Infernal Drake only granted fractions of the power based on how many opponents were nearby, these would be great ways to balance these drakes out.

HalcyonDweller1 votes

Oh! I was thinking more invasive changes like giving trigger conditions and windows of power before going on cooldown, but that would work well too! And I think your idea might have a higher chance of being implemented because it doesn't require as many changes to implement.

Zullar1 votes

Bump.

Zullar1 votes

Bump

Zullar1 votes

Bump!

Zullar1 votes

Bump!

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