Dota 2
For The King: Beacon Fire
Balance Issues Comprehensive Analysis
Hello!

I've been playing the game for quite a long time by now and here is what I found to be a little frustrating:

If you win a fight with some units survived, next round, there is another wave joining these survived units. So your army start to build up every round and by the time it approaches the portal, there are a lot of units already. When this crowd goes through the portal - you get just tremendous gold injection, while your enemy gets nothing. He still has some chance to comeback though, but if you got some additional gold it is easy to dominate in the following rounds and make you way through the portal one more time.
At this point, game is just over for your opponent. You start to snowball uncontrollably and he pretty much has no ways and tools to stop you. Even firmly defence is not gonna help at this stage (and it could not help before due to 5000 army cost limitation to use it).

Because of the mentioned mechanics, 9 games out of 10 are either finished in 15 minutes or just played as 1 surviving player (who leaks every few rounds) and 1 pushing player in each team.

Why is this happening? Because of the absurd portal-passing rewards. You should not really get rewards just because you reached some particular point on the map. Instead, you should be rewarded by outplaying an enemy and killing his units. If your enemy lets your army to pass through the portal, it essentially means that he did not kill many units and did not get the reward for killing them and this puts him in a disadvantage already.

So, here are my suggestions in regards to balance fixing:

1. Simply increase reward for unit killing and remove reward from passing the portal.


2. Let a player to buy additional arrows for crystalls (cr) with cost increased by algebraic progression (1st add.arrows = 100cr; 2nd add.arrows = 200cr; 3rd add.arrows = 300cr; etc) with cooldown on next arrows increased by 3 minutes each (free arrows may be used at any time; next arrows may be used in 3min after player used free arrows; next arrows in 6 minutes after player used previous; etc); This will leave some comeback opportunities for a losing player.

3. Share units between teammates for additional cost (gold/cr). example: my teammate has Wraith King in his roll and i need it desperatly, so i can ask him to build one at my base for additional cost like 375 standart gold + 20% in cr = (375gold + 75cr) or something like that. This is for promoting more in-depth team work.

4. Create some new (hired for crystalls) units with great AoE damage (something like Lina or Queen of Pain) or generally buff summoned units, since now thay are very close to being absolutely useless.

5. Add a new tier of late-game units, because now late games look like an army of gyrocopters trying to out-dps another army of gyrocopters.

6. And some minor balance fixes:
- Jakiro
old cost = 560 gold
new cost = 360 gold
This is because currently jakiro is surpassed by wyvern, which is just better and cheaper.

- Lifestealer
old food cost for lvl 3 Lifestealer = 1
new food cost for lvl 3 Lifestealer = 2
They are just too cost-food-efficient right now.

Leave your opinion on these changes in the comments.
Hope the author will eventually read this topic.
Kind Regards.
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Showing 1-1 of 1 comments
InaneDugong Nov 3, 2015 @ 11:11am 
I wrote this in another thread:

Firstly: I'd like to stress that I believe this gamemode's integrity to lie in the strategy of carefully analysing your opponent's forces and creating a particular force to counter it with. This means that any changes that'd make it easy (or easier) to spam your opponent with units in order to make a comeback would be a bad change. Rather, I suggest focusing on indirect ways to make a comeback. The game already has:
-Heroes to change the course of the King's lane
-Upgrades to further fortify your King and the lane troops within
-Mercenaries that don't cost gold but crystal
-Gold only indirectly being tied to population
If we were to tinker the way the King's lane operates to be slightly less dependent on units crossing the portal, but also to tinker Mercenaries so that they're more useful to a losing player, then the mod would be in a solid position to build up from.


Just an idea, but would it be a good Comeback Mechanic if units that passed through your gate gave you crystal?
Your opponent gets gold; you get crystal.
Whilst this wouldn't allow an immediate comeback, one of the larger setbacks is investing gold into collectors for both A) incrementing your population, and B) saving for the 700/700 war research.

If one was practically handed defensive mechanisms to either:
A) invest into the population game,
B) invest into mercenaries, or
C) invest into heroes to farm units on the other side,
would that be a good set of tools to give a player to make a comeback?

Above this, I think the Sell-For-Full-Price ability should perhaps not be a once-off ability and should be triggered by something, I.E. not just a once-off for a losing player.
Perhaps every 50 units that pass through your gate should trigger it? Or, if you go with the idea above of giving a losing player more crystal (when enemy units pass through your portal), then you could tie the Sell-For-Full-Price ability to a crystal cost.
With this system, if a player has an abudance of crystal whilst they're losing, they can invest that crystal into changing their compositions rather than other comeback mechanics that involve further saturating the field.

I really think the key to a comeback mechanic is giving a losing player a set of options that are situational. If you give them crystal for losing and change the Full Returns Sell function to be tied to crystal, then you've got a lot of options that don't involve overpowering your opponent in a brainless spamming of units. It keeps this game's fundaments intact.
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