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Also honestly just not very moba, defended towers dont really get pushed like this.
I would much prefer some mechanic where backing was actually slow, maybe taking a turn or two to charge up(making the fast back card more interesting), but towers only take damage when a player isnt in lane, or take very reduced damage.
Or really, every time you do damage to tower with a champion in lane YOU should take automatic harass damage(ontop of being pushed back a square as atm), because that is how it would play out irl.(and hopefully balance it a bit)
Characters like Gang push so hard that my botlane is at the nexus before turn 20 and you either play the "close out the game" card if the enemy is low enough or you just let them push a bit more and they kill the nexus without you playing a card. No response from the other enemy laners.
Maybe there needs to be a card that gets automatically drawn into your hand when either team has a lane that pushes way too hard. Call it something like "pushback" or "Show presence". The card could make the jungler move into a specific lane and push the enemy back several hexes.
As it stands other laners and junglers just keep walking into their respective lane/area and watch as their nexus gets killed. Highly unrealistic.
Outer turrets should be way stronger in general to extend the early game until first herald imo. Or rebalance how pushing towers works. I agree there should be a cost to damaging towers when the enemy is defending it.
It also works the other way around btw. If I let the enemy have characters like Gang they push into my nexus by turn 20 as well and there's nothing I can do about it.
They always change the attack and health of the towers for instance with every new version.
And since there are medals where you benefit from if you finish early (before round 50) I do think the developers intended it to be this way.
And also if one of several of your lanes push hard and effect and fast towards enemy core that Is probably mostly because your athletes stats for harass(/poke) far outplays your opponents. Because thats how that happens. If the opponents laners are equal vs yours you will have lane/s that go a little stale probably and if your opponents stats are better then your laners then they will push your towers instead.
Ofc you can offset this with your cards from heroes and athletes but I can tell you that when I went up into the second leauge of the game (L1?) and I faced teams that outstat me on all but my jungler. I had such a hard (and fun!) time to keep me lanes safe.
So if you feel you athletes just core rush ftw and you win early and you dont like that. Maybe change difficulty and difficulty parameters. Or if you dont want to start over. Try to get worse athletes I guess.
I will say tho from my personal experience of playing the game from release now and still being on the same Hell+ run as I started that "night". Usually its a bad thing to end games early. Its cool to do so imho. But I get the feeling its not rewarded by the game vs having a longer match.
One thing is that there are instances where the game will reward athletes and teams for having a high kill count and winning games early does not seem to take things like that into account. I have so far except from that one medel I have unlocked seen any benefits to finishing early. Most of the breakthrough quest are based on doing a certain number of things like getting x number of kills. So what I started to do to prolong my bot teams hard advances at a point where I outstat my opponents (after I got kicked down a leauge) is that I started playing recall cards on the heavy pushers.