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OAA reoccuring issues #2788
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A better formula on kill exp may help. Gold isn't very relevant. I think reworking midas spark so every 100 charges you kill a creep for bonus gold AND EXP will help supports keep up in exp. Additionally remove hand of midas because having to juggle that item in your backpack every minute is annoying af.
Increasing boss difficulty outside of stat buffs I think boss difficulty should be increased by "if you fail to do X you get punished with Y Debuff etc" rather then "if you fail to go X you get OHKO". Bosses should still do damage but you should be allowed to make more then one mistake before dying. OAA is a PVP game not a PVE game. Even in tornament's the Russian teams would get teamwiped by certain bosses, which is bad design for a PVP game. If a boss can slow down the rate which you kill him this is almost as bad as you dying to the boss, without all the OHKO nonsense attached. For example on Sven Boss. Instead of him doing 3K + Pure Damage on all his skills, reduce the damage (make it physical). If you get hit by his melee attack reduces your damage output by 50%. for 4 seconds. You dont want to just tank the boss because it will slow down the speed at which you take it so you will kite the bosses attacks. You still play the boss fight exactly the same as if it will oneshot you but the OHKO nonsense is removed. You shouldn't be able to afk tank bosses but they shouldnt oneshot you.
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I will list some general issues OAA has and I see nobody actively talks about. I will also propose some solutions and share ideas I have.
1) Infinite mana on INT heroes and heroes that make support items.Possible solution: Making every ability mana cost higher at OAA levels and lowering INT gain on non-INT heroes.
2) BKB makes ~50% of all heroes useless.Because duration doesn't decay with usage, some heroes don't gain a new power spike like in normal dota where in super late game when everyone used bkb a lot of times, casters become powerful again because bkb duration is only 5 seconds.
Possible solution: Make every hero not able to permastun (I am looking at you Shadow Shaman). And make bkb duration constant (7 seconds) or duration decay with usage like in normal dota. Upgrading bkb will upgrade only its stats.
3) One team almost always snowballs out of control.
I think this is primarily because comeback mechanics like bounty runes, capture points and wanderer serve better as snowball mechanics. Possible solutions:
Remove normal CAPTURE POINTS that spawn at minutes 5, 15, 25, 35 etc.If you dont like removing them, then change the reward they give (a new buff, vision or something else.)When a winning team kills a wanderer, they should get only a buff and not cores.Make a better formula for XP gain on hero kills - add a better comeback factor.4) Everyone has too much armor and hp / my carry doesn't deal damage.Possible solutions: We nerf armor again or we buff damage items. But it will always be a problem, I tried fixing it once and at least people now are not getting oneshot anymore. But I know for sure that Ward Stack needs nerfing, Heart may need another hp nerf as well.
5) You cannot sell high tier items for cores.Primary reason for this is because we don't have custom shop and cores are still items and not a resource like wood in some custom games. Also one of the reasons why everyone wanted standalone and why custom shop had 30 euroes bounty.
6) Winning Final Duel is the only win condition.
But you will say that Angel Arena is like that and thats a flaw in its genre. I am just pointing out a problem. If you think this is not a problem, I will just say that having secondary win conditions will make the game better.
7) Bosses don't feel like bosses anymore.Especially tier 1 bosses are too weak, they need buffing, I will work on this for now.
8) Wanderer issues
I already discussed this with Chris, but I will write here for documentation:He needs abilities and he needs to be stronger.He needs to spawn randomly (not in the middle every time) but at the side of the map that is losing.Cooldown reduction that wanderer gives makes some heroes impossible to balance. Probably one of the reasons why teams banned Dazzle at the tournament. Also Nyx is insane.Wanderer needs to drop a normal capture point when killed, so teams can actually have time to contest it.The text was updated successfully, but these errors were encountered: