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Multiplayer hero suggestions

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avatar for oneyedog oneyedog 7 posts
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I have some suggestions for the multiplayer format that could balance out some of the issues and level the playing field a little bit.
First off I think that attack is a little too easy to upgrade, I think that there should either be a sliding scale where the increases go up in cost depending on their damage range. The current formula is (att-10)10 to advance the attack and once it gets over 30 it is getting a bit crazy. for example miri can get to 34 attack for under 2k Skills while the decision would be cheaper than the other choices of a 3rd spell slot or 4 hp. I think something that would make hp more worth its cost is to double the amount you get for an advancement so you would get 2 hp instead of one each time you buy it and that could make it more tempting to be able to survive those crazy high hit attacks.
a couple ways to make attack more costly to increase to crazy levels would be to either use something like (att-10) * (10+(att-10)) or in between <15 it costs (att-10)
10, 15+ (att-10)(10+x) x could be something like (num((att-10)/5) where x is an integer and num is how much you want to increase the ranges by.

I think that another fun implementation that could lead to tournaments or more interesting/ complex clan battles is if you could limit spells like in army mode. So, there would only be one of each type of spell per side, which would limit the first round first turn deaths, cause more different spells to be used. teleport fury would still be good but not as ultimate. the increased damage could be dealt with more by forcing those people to attack a group. more diverse characters would again be more useful, making people that can shoot, lay vines, and move forward more interesting choices. This could be another mode even called hero army mode, I think that limiting spells alone would make this very interesting and have people choose different spells for their builds. also since there are at least decent spells at the beginning everyone could have good characters if there is a little bit of level diversity on a team.

 
avatar for oneyedog oneyedog 7 posts
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another way to fix this would be to just have an option to limit transportation in hero matches, some people will say hax, but it would give newer people a chance in multi player hero matches. teleport with just a little bit of coordination can give the first team or higher level team a big advantage and making people actually move at the start instead of just charge up fury could make for more interesting matches.

 
avatar for phyrexian phyrexian 55 posts
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So far, it seems that oneyedog is more or less correct about the balancing issue. It’s not that people are impatient and want to get something fast and therfor take the cheapest option. Instead it’s actually the case that Attack is the best stat to upgrade (per skill point). It’s taken away any creativity people might have had with this awesome feature.

As for the help needed for lowbies. A new feature is on it’s way for restricting the level of players who can join your game. Instead of yes/no in the level restricion area, there will be two drop down boxes. One for Min level, and one for max level. I think that will help a lot as low players can then play with ppl level 1-15 for example (non-fury levels).

 
avatar for Brentenec Brentenec 1 post
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the game always puts the low and the high lvl’s together in a team .

 
avatar for phyrexian phyrexian 55 posts
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Originally posted by Brentenec:

the game always puts the low and the high lvl’s together in a team .

This is completely false. What you are observing is a clan. Clans are an important part of zening. Members of the same clan are always put on the same team whenever possible. Which increases each members odds of winning fights by decreasing the chance your team has a poor player on it.

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