Let's talk about DotA 2 and its balancing issues. Pages 1 2 3 NEXT | |
Okay, if you've played DotA, you've probably been in the following situation: One guy on the a team chooses one of a handful of characters (Riki or Sniper are the most common, but I've seen others), levels quickly to 6 with a few easy kills, and then at a speed almost double the other characters and butchers the opponents, allowing them to grab some of the top items and giving their allies way more room to level, which exacerbates the problem. By the 15 minute mark, it's essentially a slaughter where one team is just running from any confrontation because one character can take on all five. It results in terribly unbalanced games and miserable play experience for one team while the other side is almost boring. I've been both on the giving and receiving side of this. It doesn't require skill at all. So I think that DotA 2 could use some changes to deal with balancing: 1) Get rid of gold loss on death. I understand why this is here, but it exacerbates the problem by essentially preventing those who need items the most from needing them and allowing those who kill them to get the top items better. And when some of the base items cost 3300g, it is really frustrating to have to re-earn 1000g because the other asshole smacked you at 3200g. 2) Towers should deal percentage damage to heros, rather than set damage. You should not be able to solo a tower at any level. Creeps and/or other heroes should be required in order to take down a tower. At 16, a Juggernaut can solo a tower just with standard attacks and dropping a healing tome. This is a serious balancing problem as it essentially prevents the defensive stance of "tower hugging." This also combines with the next possible change. 3) Tower target priority. Currently, the tower will target whichever hostile creep or hero is closest and continue until it is dead. What this means is that melee heroes are at a distinct disadvantage in tower fights as they are closer, have to travel farther in order to approach and retreat from the tower, and have fewer alternative targets for the tower before they have to retreat. Conversely, towers don't change targets until they are dead or out of range, which means a hero just needs to make sure its not close to the tower during a target change and can still go after a straggler hero. What they should do is have target priorities in the following order: target hostile of friendly hero > hostile creeps > hostile hero. This combined with percentage damage would give lower level characters more of a fighting chance against higher level characters. 4) Larger killzone for spawns points. You should not be able to spawn camp in this game. Period. Make the map larger and set the spawn points farther back if you need to. 5) Consider an experience curve. The 1-25 level scale makes for a much more interesting experience in DotA 2 than LoLs 1-18, especially when you can divert a level into a straight up base state boost. That said, it also means that when there is a level gap, it is often much more dramatic (it is not uncommon for there to be a 12-level gap between characters), so I propose scaling experience gains based on the mean level of the other team rather than a set concrete number. You can still murder characters who are substantially lower level than you, but lower level characters can level faster and higher level characters can level slower making games more competitive and engaging. 6) Reexamine some ultimates and consider modifying the more abused ones. Let's get this out of the way: some ultimates are way too imbalanced. Reki's perma-stealth can be gained in one second of non-combat at level 3. Sniper has a maximum 20-second cooldown on an ultimate that has the range of almost a third of the map. I'm not saying you have to nerf their effects, but in terms of balance, some things need to change. Reki's stealth could be upped to 3 seconds and a minimum away from his last attack. Sniper's assassinate cooldown should probably double. These are the two that I most remember. So this is what I think DotA 2 needs to make the game more balanced. Yes, some of this is straight up taking stuff from LoL, but DotA and LoL are essentially the same game to begin with with different heroes, tile sets, and marginal features. Embrace the similarities (because feature copyrights are much harder to fight in court than others). So what do you think would help the game get more balanced? Are there any characters you think are "broken" and do you see how they could be fixed? | |
Overall I have about 1,100 hours on dota 2, so I have some experience with one-sided games. However, these one sided games are typical of when I first started playing, and im not talking about first 20 hours, I mean about first 100 hours. This is an essential mechanic, it shouldn't be removed. Yes, its annoying to lose 300 gold when you are only 100 gold away from your big item, but it's just as annoying for the enemy. It forces you to play smart, thinking "should i engage in this fight, or should i be safe and farm this extra gold?" Also when you get into higher play, certain heroes need certain "big items" before they start to make a big impact, you will want to prioritize killing them before they get that item to delay it as much as possible. Another major mechanic, but I don't really understand how this would enhance play. If the towers hit based on percentage of health, wouldn't it make it near-impossible to break down towers and open up parts of the map? Also, Juggernaut's healing tome takes one hit to destroy, that's it then he can no longer solo a tower. He is nowhere as annoying to deal with than a Nature's Prophet, but every hero has a counter. You can get the tower to stop hitting you by a+clicking a friendly unit. I completely agree, had too many games where the enemy team just wanted to be jerks and prolong the match by fountain-camping. Sorry I don't really understand this. In dota 2, the ultimates are pretty high impact, although they are not unbalanced. Riki's invisibility is rendered completely useless by 1.)sentries 2.)dust -really effective- 3.)gem Sniper's ult is a little bit more annoying, but a lot of dealing with heroes in dota is how you play around them. For sniper, you need to get rid of him near the beginning of the fight before he can get all his dps out. You can also just buy a Eul's scepter and watch for the little icon that warns you of his ult. | |
You're kind of missing how the game works. If the enemy has carries, shut them down early. If they've got one carry then shutting them down ruins them, if they've got two you can split your efforts and do it just as well, if they've got loads then they probably have no supports and they're going to die anyway. Prevent the snowball early on and the gold loss is more balanced, if you don't work together then of course the snowball heroes are going to get stronger. If towers did percentage of health then it basically nullifies half the point of getting powerful and split-pushing. It nerfs a whole lot of certain heroes utility. If Sniper is too powerful get a gap closer, he's squishy. Get smoke and gank him. If Riki is going invisible get dust and wards and stun him. The game is based around punishing people for playing bad in the early game and rewarding knowing how to counter the stuff that seems OP. Yeah a stomp sucks to be on the bad end of but 99 times out of 100 its your team's fault. | |
It's an essential mechanic - you are talking about a core mechanic change, not balancing. The game is built around that, changing it means, you have to redo a lot of other stuff, too.
If you are tower hugging at level 16, you are doing something wrong. The game works as intended - you get easily beaten down by the towers at low levels, at high levels, the game is out of the laning stage and you would be facing the enemy team.
Issuing an attack against a friendly target de-aggros the tower. Works against creeps as well. The attack doesn't even need to happen (as you can't attack creeps with more than 50% HP) but issuing the command is sufficient.
This is not a blance change. It would not really matter as if you're being spawn camped, you are losing anyway - there is no real chance of turning the game over if you manage to survive. Though, I agree - spawn camping sucks, and I'd like it reduced for it tends to drag the game. But, again, removing it would mean nothing to the balance.
Again, the game works as intended - you can power level a character to gain an advantage over the enemy team. That's the idea behind having junglers and the reason for having 1 person lanes - mid being the most prominent. I've played DotA since 5.84b and the idea that you put the character who gainst the most from early levels, has always been in place - Zeus, for example, is a prime example of a mid hero (even though he can be used in the side lanes), for his spells do more damage and at level 6, he is very dangerous. Delaying his level 6 is not to the benefit of the team most of the time. Junglers operate on a similar principle - get more XP earlier. Which also leaves you with a lane with 1 person who also gets bonus XP as a result. Your change would not fix balance, it would throw it off and it would lead to a drastic change in playstyle, for one, 2-2-1 is no longer a viable competitive strat, laning is severely nerfed, roaming has an even higher risk vs reward, and jungling is a right mess. It changes many, many, core concepts of the game.
The ultimates are fine. In fact, Riki's ultimate is one of the weakest in the game - it is very easily countered and once down, Riki is no longer a threat. That's why you don't see Riki often picked in any competitive environment - he's simply too weak for it. The only reason he owns the newbie scene is...because it's the newbie scene. Most heroes that are claimed to be OP are only so because people don't play properly against them. Invisible heroes are countered by dust and wards - dust is especially cost efficient - 180g nets you a kill. In fact, it nets you two kills, so you cover your costs and then add more on top, while hindering the enemy hero. Strategic sentry wards are also incredibly useful. If you're thinking "but why should I be buying those instead of a shiny new damage item", then you're doing it wrong. At the very least, you need to have supports who would buy you wards, sentries, dust, and probably build necro 3 or even buy a gem if the game goes well. Bottom line, it's not a balance issue. | |
I would agree with the other three posters here. A lot of your problem stems from your own side not doing enough to counter the picks from the enemy. Picks like Riki, Sniper, and Drow are easily countered if people on your team know what they are doing. Dota is a team based game, and if your team isn't working together, taking hero picks that oppose the enemies, playing support, and playing smart you will lose those games. Look at ways at improving your gameplay before you demand re-balancing. Watch tournaments, watch youtube 'how to play' videos, and make sure you're always improving. Especially watch some pro players, and you'll see how balanced the game is. Watching mid-tier can be useful to, as you can see exactly what happens when someone takes riki, or sniper, and see how the enemy team destroys them. Dota is a game where you cannot be complacent about anything. | |
Except you already achieve this by killing them without the penalty. 20 seconds out of the game can be anywhere from 300-1000g lost simply from being unable to kill creeps. The penalty is overkill and tips way too heavily in favor of the higher-level character. Indeed, on its own, it's not a bad concept. But it's when combined with the leveling gaps that it starts to have serious imbalance issues. If anything, it may be better to have this mechanic set up as a separate game mode ("league-style" or something along those lines) with a less harsh mode as the "regular" game.
I.e.: your experience is partially determined by deference between you and the average of your opponents' levels. To simplify this to a basic math equation: (Base experience gain)((sum of opponents' levels/5)/Your level) = actual experience gain. So, for example, if you were level 15 and your opponents were 5, 6, 7, 8, and 9, your experience would be 7/15ths of the base amount. Conversely, if you were 7 and your opponents were 13, 14, 15, 16, and 17, your experience would be 15/7ths of the base amount. The higher you are above your opponents, the less experience you gain per kill. The lower you are, the most experience you gain per kill. This helps narrow the gap between levels preventing excessive snowballing. Obviously, the actual equation would probably be much more fine tuned than that, but the idea is to scale leveling so that one side is not overwhelming.
Yes, they are, but that requires a meeting of the minds within 60 seconds when you're crossing your fingers that everyone in your lobby speaks the same language and has the diversity of experience to actually know how to work together effectively. You see where that might be a problem.
Except I'm also able to do these things (and have several times) and I'm a relative novice, and that tells me that there are larger balancing problems in some of the hero set ups, not skill gaps between players.
Except that effectively excludes anyone who likes to play a few games a week in favor of those willing to devote hours of time to memorize abilities and characters. It effectively mandates the use of voice chat in order to play as a baseline. And it still doesn't address the issue of level gaps. If your team is at level 12 for the most part, and there's a level 25 that you're up against, it is almost assured that you're going to all die even in a 5v1 situation because odds are he's (1) capable of taking you down in only a few hits, (2) capable of outrunning you, and (3) has gear to absolutely maximize his efficiency. You can still win on a purely theoretical level, but 99/100, your entire team is about to be wiped by one character. --- While league play is certainly an important part of DotA, the majority of players are not league players and don't use voice chat. The majority of players are interested in a fun game experience, not a outright competition. And the best game experiences are the ones that remain reasonably close throughout the match. Once a match gets lopsided, it get's frustrating for one side and boring for the other. And that's not a good game experience. I'm concerned that the baseline game experience (what one get's within a few games after starting up) is so grossly punishing to less skilled players that it ruins their game experience. And I think that it is a better game to LoL in terms of its overall mechanics, but I can't help but see how these elements harm the game experience for players who aren't diehard DotA players. | |
Eh. The game is billed as and played as an e-sport. You don't tune your e-sport to the skill level of your worst players. I'm not anything like a good DOTA 2 player, but I have some 250 hours into the game, and even in that short period of time I went from thinking heroes like Sniper, Drow, Riki, Ursa, etc were OP to the point of being fundamentally broken to recognizing how vulnerable hard carries are to anything remotely resembling a good team composition/intelligent players. I knew going into DOTA that I was going to lose before I won, and honestly I got pretty close to a 50/50 win/loss ratio through my first 100 games because the matchmaker was doing what it was supposed to. Are 45 minute games that you fundamentally lost 5 minutes in fun? Obviously not. MOBAs are fickle, cruel mistresses at the best of times, most especially DOTA 2. That does not mean, however, that the game is awash in "balance issues". Generally speaking, we're both relative novices, and neither one of us should be suggesting radical re-balancing ideas for a game with a skill cap as high as DOTA's. I know enough to know that I hardly know anything, and I certainly don't presume to think I could make sweeping changes to the core game and wind up making it anything other than worse. | |
None of these are any balancing issues. Those are the games mechanics, without them you would make DOTA2 truly unbalanced and tip the mechanics towards certain heroes. Taking a percentage of HP as tower damage is too random, it would make last hitting under tower easy, make tanky builds useless, make certain pushers useless. Cutting gold loss on death would reward suicidal plays, you would have no way of punishing a Pudge who gets a little over himself, diving heroes, etc. When I play an agressive Akasha (QoP) I have to be very carefull not to die. Because one single death may throw me so much off my timing that it will render me half as strong. I know how much gold I'll lose at which level and I know how to make sure I'll lose as little gold as possible in certain situations. You are not supposed to be 100% safe under tower. Certain compositions can dive you level one. Your team is supposed to react. Your supports are supposed to make room. The "tower hugging" tactic may be a thing in LoL but in DOTA2 your towers are at best a mean to weaken the enemy before your team arrives to help. This is the reason TPs exist. The level curve is perfect. If you know how to get your exp, if you know how to hit your timing. If you can't: Learn it. Your suggestions would make DOTA2 unbalanced and pretty much shit. You seem to be pretty much just a newbie. Nothing wrong with that. But don't expect to be taken serious when it comes to balancing issues, especially if you listen Riki and Sniper as the heroes that come to mind. Those are heroes where you don't even NEED to counterpick. Buy the items that make their lifes hell. Most Snipers build so shitty items that you can pretty much counter them with Dust. Same goes for Riki. Drow is fucked by a single gapcloser. Forcestaff, Blink Dagger > Drow. Sheepstick, Halberd, Dust > Sniper, Riki. Learn where to ward, learn when to ward. This game is really deep and you won't get better by trying to get it to bend for you instead to learn. Edit: Sorry but Snipers ult? Really? That is your best? A dodgebale skill that has a long winding up time and does only damage towards one unit? How about Natures Prophet ult, which can not only deal similiar damage (on the last jump 621 magical damage compared to Snipers 655) but is global and will hit every enemy hero in sight. Or how about AA Ult, global, deals a fuckload of damage, disables regen and if you fall beyond a certain percentage of HP you'll die. How about Beast Master: Magic immunity piercing disable, deals a good chunk of damage, has an AoE effect and has a maximum initiation range of over 2000 Units in combination with BMs core items (3000 units on Sniper Ult). How about Bounty Hunter who will put a debuff on you that'll not only make the enemy team faster around you but will grant them more gold when they kill you (easily done with BHs ability set). Tinker can reset all his cooldowns with his ult that has no cooldown on its own. Thanks to this he has the best burst potential in the game. Rubick can literally steal every active spell in the game (aside from orb effects) and use it against you. He in particular is one of my most favorite heroes because he is DEADLY without farm. Fuck, when it comes to damage: Both Lina and Lion have a higher damage single target nuke as their ult. Yes, not the same range but the range is so fucking irrelevant.
STOP! Stop right there. Now you lose all credibility. Professional players are the ones that discover new trends in the meta, they are the ones that set your pub experience. And they are the ones to speak about balance because they know the strength and weaknesses of each hero to an unbelieveable extend. There is a reason why Riki, at the very best, is a very situational surprise last pick hero. There is a reason why Drow and Sniper see no professional play. And if you start balancing for the lowest common denominator you'll end up ruining the balance of the game and render many heroes useless beyond repair. Like League does. | |
There is so much here I don't know where to start. I will say you're wrong and the game doesn't need anything like the severe changes you're suggesting, then just pick a few things to quote and comment on.
Yes. Exactly. There's a huge learning curve to this game, that's a massive part of it's appeal (at least for me). This isn't a game you can play completely casually and be competent, it isn't pick up and play whatsoever.
For starters you're not supposed to get into this position, but if you do this is where supports come in with their CC. Supports don't need farm to be incredibly effective, and even in 30min long games that they are winning can end up with just owning some boots and wards. But really, you just shouldn't be letting that happen and if you do see someone getting free farm for half the game you gank them so this doesn't happen and deserve to lose if you don't.
Generally at least one person goes support, you don't need to talk to pick a good team comp, just look at what your team has and pick around it. I'd say 75% of my games have a comp I'd be happy with, but of course theres still games where we have 4 of the same role, it's the way it is. If that really bothers you just play Captains Mode/Draft where that's a non issue. But if you do have 4 supports try to push and win early (<30min) and if you have an abundance of carries just hold out and defend until you're all fed and rape machines, this can take a long time and you need to defend hard.
There's a huge skill gap between players. In public games Wisp (io) has one of if not the lowest winrate out of all heroes, however during TI3 there was only 2 or 3 games where he wasn't banned almost immediately or picked. He takes an immense amount of team coordination which novices just can't handle. This is the problem new people have with spirit breaker, furion and tinker, they can be anywhere and everywhere almost all the time and people don't know how to handle that so people think they're overpowered. Along with the people who are even more easily countered such as Drow and Sniper who have no getaways at all or Riki who you just need to buy dust/wards early like all roamers. Basically most of the things I've read can be answered with "Not knowing how to deal with something doesn't make it overpowered". DotA is hard. I've been playing about 2 or 3 games a day for the past year and a half and I still have a lot of learning to do. I can say the constant one sided stomps do get better once you start getting to a level where people actually know what they're doing though instead of still experimenting and learning the basics, but people not knowing what they're doing really shouldn't be balanced for. If you're not finding it fun getting stomped on and don't want to push through the learning curve it might not be the game for you. | |
Bloodseeker can fuck off. If you want an example of lolol OP bullshit just look at Bloodseeker. He gets a single kill and he gets pretty much half his health back, his ult is bullshit, true sight on anyone under half health, over max move speed, his ult is bullshit. Really talking about professional leet strats and "oh he's bad in pro scenes so he's fuckin' shit for everyone lol" stuff is slightly irrelevant because pub games are practically the polar opposite and almost removed from anything remotely like pro games. But yes complaining about Riki is a really common thing and he's kind of easily countered. Pick a strength (Legion Commander is my pick,) buy Gem, instantly kill him with all your CC when he wanders into your team thinking he's invisible. It's often not even the character's fault in particular, it's just that Riki players find themselves incapable of switching their brains on and adapting to the fact that shit, i'm not invisible better not walk into the enemy team alone. I'm also sick of people talking about shutting carries down early as if it's the easiest thing in the world. It doesn't even work, you cannot shut down carries hard enough. 0/8 Drow? Lol jk she still wins games because she picked Drow and is decent at basic carry positioning and Shadow Blade usage. I once played Medusa (never again, too hard) got really far behind then singlehandedly won a teamfight later on while still getting totally minimal farm and do NOT even get me started on Cancer Lancer. It's never the real one. The real one is probably chilling in base while his million clones farm for him. I think it speaks volumes about some of DOTA 2's game design when pentakills happen every other game and nobody even remarks on them anymore. They're hype as shit in League! Oh Bloodseeker's fountain diving 1v5 again. Better just die in three hits, I can never complain about Riven again. Why is the fountain so shit again? Any particular reason? No? Alright then. Look DOTA 2 is fun but I have problems with the overall design of the game itself. Not even strictly about character balance either, the game engine is shockingly bad. Yes I know why, no I don't take that as an excuse for playing on what feels like 400ms all the time. Also I don't like having to pray to my hastily set up shrine to RNJesus before every single game I play as or against someone like Phantom Assassin, Spirit Breaker or Ogre Magi. How is there a pro scene for this game again? One or two lucky stuns or crits can turn the advantage from one team to another and there's nothing to say but luck. | |
Wait...why would dust help against Sniper, exactly? Am I misunderstanding some essential secondary function of dust? Is it not just for revealing hidden units?
I don't recall anyone ever saying it was the easiest thing in the world. About half the time you should be losing, and in most of those cases it's likely going to be an uncorked carry rubbing the final salt in. That's rather the point of them. | |
Snipers tend to buy shadowblades as they have no getaway ability.
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If I'd get a penny for each game where a Sniper doesn't get a Shadowblade I'd have five pennies. And two of them would be the Sniper games I've played where I went BKB, Satanic, AC (back when Snipers range was less than ACs aura range... also, 2 balance patches ago). http://dotabuff.com/heroes/sniper But seriously: Shadow Blade is the second most build item on Sniper after Power Treads. Dust from the point when he gets it is essential. | |
Oh. I wouldn't really say that dust was some kind of hard counter for SNIPERS specifically, then, so much as Shadowblades. Sniper always struck me as sort of the penultimate pub-stomp hero. The lower the skill level of the enemy team, the more outrageously effective Sniper is. He's one of my favorite picks because he's so frickin' easy to play, but whenever I pick him against competent competition I just get dived like a motherfucker.
Fair enough. | |
Bloodseeker suffers from having only one good ability. Thirst. The ability draft mode is pretty much all you need to test it out. Each of his other skills is either highly situational or easy to counter by a single 135g item. Ult? TP the fuck out of it. He runs towards you with his neat 120% damage silence on him? TP the fuck out. He gotta go fast? TP the fuck out. Seriously. Bloodseeker in his enterity is countered by 135g. TP is the second best item in the game, right after the GG branch.
Because it is exactly not like that. Yes, those RNG heroes may be annoying (even though you can control the RNG of many of those, you can reliably get a PA crit during her as buff) but when playing against them you should not expect to not get a multicast, first hit bash or crit. You should expect to eat their maximum damage output. Also, all heroes you listed have pretty much no use in the current pro meta (or the ones before that). They each have design flaws and timings that simply don't fit and can easily be countered. What does an Ogre Magi add as a support? He needs his levels, so he starves the carry out of exp. He can't protect him. As a melee support he has trouble zoning out the most common offlaner. Yes, he is bulky but he can be easily killed 10min into the game. Same goes for Spirit Breaker. His carry potential is countered by wards and a quick disable, both really common on higher levels. He is by far not the strongest hero. | |
Like League does? Sorry, when was the last time you looked at some patch notes? They nerfed Olaf into the ground for months because one guy played him superbly well in a few LCS games and built him back up as a damage guy rather than a tank, they've been changing tower stats around for ages to counter the really early 2v1 lane tower pushes top that you only see in pro games, in fact any nerfs or buffs you see will probably be on the characters played most in the pro games. Like Jinx for example with her old W damage being too high and the arm time on her chompers got increased because they had to nerf her kite for some reason. With the whole Esport thing taking off they cannot afford to aim for the lowest common denominators anymore and haven't been for quite a while now. The only person who undergoes changes regularly is Riven because she's really hard to balance simply because she's Riven. As for older characters they're making them more relevant to the meta one at a time as well as making them look less shit. Remember when Annie was a circle and five triangles stuck together? Also why is Drow bad? I don't really see why, she's got really good kite and stupid damage if you and/or your team can keep people a measly 450 range away from her. She doesn't even need items as badly as other carries, she gets massive Agility just from Marksmanship alone. | |
I was just throwing any RNG people I could think of at the time, Legion Commander is another although she doesn't quite rely on hers as hard when compared to everyone else. Also doesn't Bloodseeker's ult base on distance travelled? I've immediately died from blinking away with Antimage before so wouldn't teleporting back to base just instantly kill me from the thousands of units instantly moved? DOTA mechanics. Up there with the mysteries of the universe. | |
The snipped part: Quite a long time ago. So yeah, forget it. Drow is not bad per se. She got some decent buffs and I enjoy playing her. Her new knockback is really nice and allows her to reposition easier than before (before you either needed a Blink Dagger or your team). She just does not add anything aside from damage and she is really squishy. Shall we compare her to the current flavor of the month carry, Luna: She has a higher speed, she can interrupt with her Lucent beam, her farm gets stupid fast when she levels up glaives with one big item and she can fight early with her ult + BKB. Thanks to nightvision she is also harder to gank. Drow in her current form is simply too easy to gank for the current meta.
LCs passive got recently fixed. It is by far not as stupid as it was around her release. Bloodseekers Ult has this little drawback that when the target travels over 1300 units in under 0.25 seconds it won't deal damage. There is no Blink that is higher than 1250 units range, TP into your fountain won't deal any damage to you. Yes, DOTA mechanics are... many. It took me over 300h to just learn that you can juggle Tower aggro. 1500h in and I'm still learning new shit. Recently did the a-z challenge, got to win with every hero at least once. Learned so much about heroes I usually don't play from that. If I see what professional players display in mechanical knowledge about this game alone is mindboggling. Also, fun fact: The only time I recall Bloodseeker being picked in a pro game this year was Team Zephyr by accident. He is simply worthless in his current form, he adds less to a team than Axe. | |
OP go and play League of Legends. What you're suggesting would basically turn the game into League of Legends. Basically you've got pwned by some Snipers and Rikis at a low skill level and want the game to be changed. I say no - Riki and Sniper are weak heroes that can be really easily shut down and killed by simple ganking and harassment. I understand as a new player you want the game to be less punishing but these are all important mechanics of Dota and your suggestions of "balance" would ruin the entire game haha. | |
Yeah, I kind of agree with this. I've played both LoL and DOTA 2 (probably lots more hours in LoL) but both games are what both games are, and their mechanics are actually pretty well thought out. LoL has almost all the mechanics you're describing, so it sounds like the game for you. DOTA 2 is more ... well, sporty than LoL. If the other team is better than you, there are no safeguards in place to give the losing team a break. If a AAA hokey team plays against some junior team, they're going to stomp them. DOTA takes on a similar philosophy and, as a result, is most fun when both teams are similarly skilled. LoL is, of course, pretty much the same way but gold for kills scales to a ridiculous amount if a player is constantly farmed, to the point where killing a minion is more profitable than killing them. Further, in DOTA you need to change your mindset. YOU are protecting the towers, the towers are not protecting you. | |
There is one thing important to realise about the RNG in Dota 2 - there is no RNG. The game uses a pseudo random distribution (PRD) rather than a pseudo random number generator (pRNG). In short, the difference is that the PRD is "less random" - it balances out the random chance by smoothing out the success/failure spikes. You are less likely to get a streak of crits, also a streak of no crits. Just needed to mention it.
You do not seem to comprehend the extent of what you're proposing. Think of this - if a carry gets no gold penalty from death, then even if they die, they'll be able to get their items faster. That is entirely counter productive to what you suggest - they already lose the gold from not killing creeps, so when they suddenly stop losing gold from dying, they'll be pretty much unstopable. And you keep referring to this mythical "higher level character" throughout your post. That shouldn't happen. If anybody has such a big level advantage over your team, it's because you let them. There is no inherent way for two equally matched (or at least close) teams to get a really huge level gap - it's only going to happen through feeding one of the other heroes repeatedly. It's not a balance issue you let that happen, it's an issue with your team.
Why? Why must Dota be...not-Dota to appease you? Why not play not-Dota to begin with?
Then the other team already lost, because they were unable to prevent you from overlevelling to this extent. I can only see this scenario happening if the other team refuses to even fight - maybe Ghandi got clones and is playing an entire team or something.
Then you already lost because you slept through the game. I don't see this happening in any sort of normal game without you leaving your hero idle for a lo-o-ong period of time.
That's already possible and you don't need game mechanics to "balance" it. It's called playing the game and playing it well. Don't feed the enemy team, preserve your lanes. Buy wards, buy sentries, if needed, set up a perimeter, carry town portals - flee when needed, and assist team fights with them. Pick your fights as well - protect your carry, feed him the kills. There you go - now the enemy doesn't have a bajillion levels on top of you.
It's gaps between players - not balancing issues. Several veterans have pointed it out to you already. If I may, you actually sound like almost every newbie that comes to Dota. Why is it that you know better, than people who have played the game for much, much longer than you - especially when we tell you it's not an issue with the game but the players. It's a team based game - not playing as a team would of course lead to situations where team play would have prevented a situation.
It's harsh but...yes - you do actually need to be able to play the game, instead of the game playing itself for you. Your suggestions are stuff that is already not needed if you have experience. If your suggestion is "but make it not need experience", then this is perhaps not the game you're looking for. Should I also suggest changes to chess because I get beaten easily? Or is it perhaps a better idea to learn to play better and train myself to anticipate moves and to use strategies against my opponent? Also, something I should note - no voice chat is not required. It's useful but not required. I've had many games when text chat sufficed - it certainly does if you're paired with other players that know what they are doing. Heck, in fact, there was no voice chat in WC3 custom games, and yet a team of complete random players were still able to play together. Granted, it's slightly harder to get a good team match-up[1] but if it's capable of working there, then it's certainly able to work in Dota 2 where you have advanced way of non-voice chat - pre-set messages and three different map markings.
There is no issue.
Then it's time to call the relatives of the players on your team and tell them the poor person dropped dead in front of their PC. This is the most likely reason it has come to this - it's already hard enough to hit level 25, if the other team is still level 12 at this time, then they are most likely literally not playing. Again, this is only a situation that your team let happened. If in chess your opponent pulls out 5 queens, why exactly is the game at fault for this power gap between you two? You have the means to stop them, after all.
Then, simply put, Dota 2 is not the game for them. It's really that simple. I may come across as rude but I don't mean to be - they are really just looking for a different game for their needs. Heroes of the Storm, whenever it comes out, would probably be more down their alley. Dota already works - if players refuse to let it work as intended, it's not the fault of the game. Again, I'd draw comparison to chess - if I zerg rush my opponent with pawns, I'll most likely lose. Instead of that I can either play another game or learn to play chess. [1] Oh the glory days of getting people who refused to buy boots and only got life and mana potions because they expected this to work like Diablo or something. | |
Yes, they are, but that requires a meeting of the minds within 60 seconds when you're crossing your fingers that everyone in your lobby speaks the same language and has the diversity of experience to actually know how to work together effectively. You see where that might be a problem. [/quote] This is the perfect example of the massive problem with all your arguments, the one that really makes them irrelevant. DOTA is not balanced around you because you suck at DOTA. Why would you design a game that lives from its E-sports/high - mid skill community around people who don't even know how to draft together a semi competent team in 60 seconds? Its not that hard. You get 2 supports, a mid, a carry and an offlaner. Not the only way to be successful by any means but its enough to get you through any pub if you play well enough. You got one thing right though (well, kind of): Sniper is problematic. And by that I mean problematic in the sense that he's one of the 3 worst heros in the game right now. Riki is pretty balanced in my eyes, he doesn't get used a lot the higher you go but I think he's underused. His ultimate is easily countered though; a sentry here, some dust there, one eye on the minimap and you're good.
What? | |
There are no balance issues in Dota 2. Everything is OP as fuck, which means nothing is OP as fuck. Learn to play your characters and how to counter other characters | |
Scenarios where the enemy carry was already 15 and I was only 7 happened quite a lot to me. Mostly because I prefer to be the one role that lifts and carries the game in the early stages: Support. Ever tried to salvage two lanes? You'll get creep exp of one creep every minute at worst. Our offlaner can't leave tower range and safelane is secure? Well, gonna haul my sweet ass there, try to set up a kill and create some space for him. Done? Gonna haul my ass towards mid, maybe gank. Oh, reward time. I can afford more agressive wards. Deward time. Whats that, fight breaking out? Gonna try my best. 3 for 1 trade in our favor. Too bad I was the one and died at the start, getting no exp. This sounds farfetched but it happens to me every tenth game. Yes, usually I can relax, pull and gank mid from time to time. Or go balls crazy Rubick, setting up kills left and right, dominate the game. But then there are that kind of games. I am used from playing from behind, be it as a team or as a support. Some of my buddies think I jest but more often than not I find it incredible to get boots before the 10min mark because there are just too many things to do and too many more important things than MS or my life. And when we win at the end I know that I managed to babysit those guys to victory. There are reasons I love this game. Being able to have an impact even underleveled is just something other ARTS games have trouble getting right. I had games where I felt that we dominated but after rewatching the replay I saw that we were over 10k gold behind (we easily won). I had games where our 10k gold lead was decimated in minutes by a lvl 8 Enigma and two great black holes. Being lvl 7 when the enemies are all higher level is just a game that's a little more challenging to me by now. | |
Here is how you balance DOTA2: Directly import eul DOTA from Reign of Chaos. The real DOTA, not that imbalanced garbage knockoff all-stars all these MOBAs are based off of. Done. | |
All depends on what hero you're playing really, if your Dark Seer is level 8 30 minutes into the game you're fucked basically | |
Yet supports are not hampered by a level gap. Yes, they are squishier targets but I have also turned this to an advantage to our team - just "wander" around a bit too close to the enemy as a CM and they like to go for the easy gold, which may not be that much when they get ganked. Heck, I've also done it in a teamfight - the enemies start to chase, I start to teleport, then cancel and run around the trees with 100 HP. They stupidly give chase while my team picks them off. At any rate - the way TC is talking about it, is like an issue and not I am fairly sure it's not about supports. For one, they won't complain about the level difference. And a scenario where one player is level 25 and none of the other team even have a level 3 ulty up (or even max skills), is quite simple not possible under a normal game. I think you'll agree that somebody screwed up MAJORLY to let this situation happen. | |
Can we do something about Phantom Lancer? I know you're supposed to counter with AoE, except every PL that I played against (That knows what they are doing)that makes it to mid-late game just stomps the entire base. He can stealth, he can scout, he can juke, he can split-push, he can farm his lion face off,and his clones get durable enough AoE stops mattering. He's dumb. He's a dumb hero. | |
Gank him. Gank him a lot. Buy dust and go kill him in his lane. Repeat. If you need to, buy smoke, as well. There you go. You can also counter pick him, too - heroes like Medusa and Earthshaker are rather effective, then anyone with a good AOE is also good, OD just melts his illusions with his orb attack, stuns work rather well, too. Items that are useful are dust and wards (duh), Necro 3 (reveals invisible units), Diffusal Blade (feedback kills illusions quicker, purge directly destroys them), Battle Fury (AOE attacks for melee heroes to destroy illusions quicker), orchid (silence to not allow him to escape and burst him down with the damage bonus), sheepstick (same as before but you don't get damage bonus), and so on. It's not really that difficult - just gear your play to counter the other team. As a rule of thumb, there isn't a generic playstyle for any and all situations, you tailor how you play based on your teammates and your opponents. Also, how the game goes - if it goes badly, fall back and regroup, don't let them use their advantage, if it goes well, press your advantage and but don't let your enemy take it from you. In a stalemate, where nothing happens, go make stuff happen. | |
I feel this video is accurate to what you're saying (and also fun): But yeah, pl's not that hard to counter, just get dust and gank him early. He's kinda squish early. annoying, but Squish. | |
See, this advice bugs me. If the main way to shut down a hero is to stomp them early, well, you can kinda say the same thing thing about all the other heroes. That can't be the de-facto strategy. And even then, that doesn't mean PL is down and out. I played a game as Earthshaker vs PL. I was told it was a good counter pick. We had a lead on him in lane. But once we left the laning phase, took our eyes off the guy to go roam for team fights and crap, we soon found the bottom lane swarming in PL clones. Eating the towers. Cuz PL isn't just annoying cuz he can swarm and smack you down. He's tricky. He hard to pin down. He can farm exp and items in the jungle if he doesn't do well in lane, then send armies of clones into the lanes while he farms and farms. IME, a good PL is almost never in the clones. Only shows up after all the big initiator ults are out. And by far the most annoying thing about his clones is they blow your location. Run into one? Well, now the enemy teams knows exactly where you are. Trying to kill a bunch of them so they don't eat your barracks? Well now they know where you are and have the opening to initiate for an easy kill. Or go after another objective while you try to clean them out. The kind of pressure you'd need to keep him out of the game completely is nuts, and after him, god help you if the other 4 on the team are decent. His kit is stupid. It isn't just that it's good at fighting, it fudges up with the general game mechanics. What PL can contribute to a game without directly intervening is too dumb. | |
As many others have said thus far, I disagree with your OP. Having put over 900 hours into DoTA 2, I feel that each of the problems that you listed all serve a purpose within the game. For example, if heroes did not lose gold on death, then ganking a carry before 30 minutes would have far less of an impact, as they would have simply lost time that they could have spent farming instead of unreliable gold. In addition, the ultimate abilities (and abilities in general, actually) do not need to be re-evaluated--they are all quite powerful and have a role within a team composition, but they can also be countered (Riki's ultimate is made useless by Dust of Appearance/Sentry Wards). Finally, if certain scenarios are occurring (such as a 12 level gap between enemy heroes or one team spawn camping the other), then it means that you have lost, plain and simple--that isn't the game's fault. With all of that said, I do feel that there are a couple of heroes that need to be re-balanced/re-worked. Phantom Lancer's agility gain is waaaaaay too high for someone who's illusions get a percentage of his base damage, meaning that he can begin to push at ridiculous speeds far sooner than some actual pushers. On the topic of Phantom Lancer, I really think that Diffusal Blade should not be allowed on him (similar to how Blink Dagger used to not be allowed on Pudge and Vengeful Spirit); it's simply too good on him, considering that his entire combat style involves creating illusions that all have the buff. Centaur Warrunner also needs to be looked at, especially now that Blink Dagger costs no mana to cast. He has two moves that cost mana, neither of which are very costly. Add this to his strength gain and passive, and you have a hero who is too good at too many things. | |
Have been playing Dota for almost 8 years now and... well, everyone already explained everything. | |
It can't be said about all heroes. Mainly only the heavy carries. If you're spending your time trying to kill mages and supports like Ogre and Batrider, you're not going to achieve much. Not to mention that heroes like those are generally a lot harder to beat in the early game. Though, I don't like Phantom Lancer, he's a headache and I can never be bothered to deal with him. Just play draft instead of all pick and keep him banned. | |
Of course you won't be able to stop him easily when farmed...but, "well, you can kinda say the same thing thing about all the other heroes". Especially true for carries. If you wish another strategy then finish the game early before PL can farm. He is dangerous due to the items, but the items also take time to farm. Don't get to this point - aim for early victory. Or shut down his comrades - I have lost a game despite having a farmed PL because the rest of my team was being stomped in team battles.
ES is a good counterpick, but not in lane - Fissure is an enormous counter to illusions running around, and the ulty basically melts PL and reveals which one of the swarm he is.
There you go - don't do that. Why did you do it? And can't you see you shouldn't have?
Ward the jungle. Establish map control - really basic thing here. It's not the other team's fault you let their jungle unwarded. If they counter ward - then deward. You would need detection anyway.
Same can be said about wards. If he runs into one, then you know where he is. He can't really hide his presence - at most he can WW and set the illusion in another direction, but you would still know where he is. There are already ways to handle everything you mentioned. OK, technically there is one really annoying combo and that is PL+KotL - I would suggest not running against it - pick KotL, if possible, or fall back to constant ganks - kill the KotL a lot for easy money and feed your carry. Less annoying now. | |
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