In all seriousness, have it teter totter...ability hits (ie. evade, speed down, etc..), lower % moving forward...each time it misses, higher % moving forward
And what's fixed by that? Requires a rebalancing of toons/abilities. Toons that rely on detrimetal effects to be effective in arena are not hit by this change the same way toons that rely on pure dmg do.
And what's fixed by that? Requires a rebalancing of toons/abilities. Toons that rely on detrimetal effects to be effective in arena are not hit by this change the same way toons that rely on pure dmg do.
the link will explain it better.You are less likely to experience long periods of hot streaks or cold streaks. This applies to proc-based effects like dodge and drop rates.It does not require a rebalancing of toons/abilities
And what's fixed by that? Requires a rebalancing of toons/abilities. Toons that rely on detrimetal effects to be effective in arena are not hit by this change the same way toons that rely on pure dmg do.
the link will explain it better.You are less likely to experience long periods of hot streaks or cold streaks. This applies to proc-based effects like dodge and drop rates.It does not require a rebalancing of toons/abilities
It's not a bad idea, it keeps abilities from completely locking somebody out for an entire game; it's no different than preventing one-shot kills. In World Of Warcraft they implemented diminishing returns in PVP and it was a good thing because certain Crowd Control abilities were too powerful.
Some teams actually rely on locking out the opposing toons. Teams that would otherwise be weak. I don't see how it fixes anything. It just moves the balance.
Some teams actually rely on locking out the opposing toons. Teams that would otherwise be weak. I don't see how it fixes anything. It just moves the balance.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects. However, each use of that ability would last a little bit less until it didn't work at all anymore and then you had to give it "x" amount of time for it to wear off. It really did keep things balanced in the game. I don't know if it's a great idea for this game or not, but it would be interesting for the Dev's to consider and respond how it would actually affect the game.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
This. Some characters are built around control and utility, implementing this system would be a direct nerf to them.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
Her revive makes her a target for sure anyway. I don't know how or if it's even possible to implement something like this; I just said it's not a bad idea. LOL!
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
Her revive makes her a target for sure anyway. I don't know how or if it's even possible to implement something like this; I just said it's not a bad idea. LOL!
And I just pointed out some weaknesses in the idea. Yes, they can be dealt with, but it requires a rebalancing as previously stated.
PS. Don't take things personally. I'm discussing the suggestion — not you or your intellect.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
Her revive makes her a target for sure anyway. I don't know how or if it's even possible to implement something like this; I just said it's not a bad idea. LOL!
And I just pointed out some weaknesses in the idea. Yes, they can be dealt with, but it requires a rebalancing as previously stated.
PS. Don't take things personally. I'm discussing the suggestion — not you or your intellect.
Diminishing returns would certainly be nice not just for debuff, but for dodging (i.e. each time a toon dodges, their next chance of dodging is reduced). There are lots of easy and well-known ways of fixing the overabundance of dodging and stunning in arena, but given how long CG has been sitting on their hands I'm guessing whatever solution they do come up with will simply break the game somewhere else.
Replies
http://dota2.gamepedia.com/Pseudo-random_distribution
the link will explain it better.You are less likely to experience long periods of hot streaks or cold streaks. This applies to proc-based effects like dodge and drop rates.It does not require a rebalancing of toons/abilities
It's not a bad idea, it keeps abilities from completely locking somebody out for an entire game; it's no different than preventing one-shot kills. In World Of Warcraft they implemented diminishing returns in PVP and it was a good thing because certain Crowd Control abilities were too powerful.
It's hard to explain unless you did competitive Arena in World of Warcraft. Toons like the "Rogue" and "Ice Mage" relied heavily on being able to CC their opponent through stuns and other immobilization effects. However, each use of that ability would last a little bit less until it didn't work at all anymore and then you had to give it "x" amount of time for it to wear off. It really did keep things balanced in the game. I don't know if it's a great idea for this game or not, but it would be interesting for the Dev's to consider and respond how it would actually affect the game.
Rogues and ice mages had other tools in their repetoire as well (dmg). What will Old Daka have left if this is implemented? Weak healing, weak dmg and and a very unreliable revive. That would render her useless.
This. Some characters are built around control and utility, implementing this system would be a direct nerf to them.
Make Zader Great Again!
Her revive makes her a target for sure anyway. I don't know how or if it's even possible to implement something like this; I just said it's not a bad idea. LOL!
And I just pointed out some weaknesses in the idea. Yes, they can be dealt with, but it requires a rebalancing as previously stated.
PS. Don't take things personally. I'm discussing the suggestion — not you or your intellect.
If only more people understood that.
Didn't take it personally guy...