PDA

View Full Version : Diminishing Return, No, Im not crazy



08-31-2009, 10:57 AM
First, forgive my english, it is after all not my mother language, ill however try to explain myself as good as i can.
Most of the time in a 5v5 situation, CCers will aim for one or two dangeroues target to use skill/spells on, AOEs/Disablers of some kind most of the time and it tends to be so for the rest of the game (at least for decent players all the way to pros).
Im proposing a Dimishing return on disable/stun that might or might not work on both so that it involves even more judgment or criteria as to who or who not CC.
So for example if you are stuned by Pest for 2 seconds and after the effect you are then stuned again by hammerst, the second stun would only last 1 second instead, and then a consecutive third stun would have no effect.
This is by all means not a QQ thread about being targeted, but instead a constructive suggestion about how to improve mehcanics on teamplay.

Im a veteran Dota player just starting on HoN, and im by no means a League player nor a pro, i however play a lot of inhouse clan games and consider myself a very good player with a very good extent of knowledge trough all heroes.
This suggestion has been introduced a couple times in a serious matter on the DOTA forums but has never been taken seriously.
As bold as it might be, in a BETA state, even if its being coming directly from DOTA, fresh ideas for HoN might make or kill the future of the game and i belive presenting this again would be interesting for an even more competitive designed game as HoN.

Altho this is just a very simplish post, its intended to pick the attention of people interested on the matter to maybe extent it to a more theorycraft point of view.

Nonetheless id like to first introduce the idea and ask for your thoughts in the meantime, specialy high rating players.

And remember, OVERALL this isnt DOTA, and it should be treated as a fresh game with lots of potential.

Killroy
08-31-2009, 11:05 AM
Although I can see where this is coming from, I can also foresee problems with this. First of all certain characters require a chainstun to ever beat them. Imagine a well equipped madman or magebane for instance. These guys could always escape then if you can't chain disable them.

Second of all, what defines a stun? So if you get stunned by pest, then by the hammer and then chronos comes in and uses his ulti you won't get stunned by the ulti? What about shackle, electrician grip and succubus ulti? All useless if they are used after each other? What if chronos bashes you (stuns) and then pest comes in and chronos gets another bash then his bash won't work anymore? If it would only work on hard stuns like pest and hammerstorm or blacksmith then these characters would be nerfed hard while heroes like electrician/pollywog/succubus become incredible strong.

Then you have the problem of the ministuns. Do they also count? So if thunderbringer hits you with his lightning bolt and ministuns you and then magmus stuns you, would magmus stun only be 1 sec then?

Overall this would mean a complete overhaul of the whole system and all heroes would need rebalancing. It would mean a lot of work while it works now as it is. As long as we do not get too many stunning heroes it is ok for now imho.

Sai
08-31-2009, 12:58 PM
This isn't WoW. We don't need DR.

Drasha
08-31-2009, 02:52 PM
From the wow perspective if your in the arena (pretty much why they added diminishing returns) you have one life and its not cool to be unable to move for the whole life then lose the game. From a HoN point of view you have as many lives as the game lasts so even if you get stun locked where you can't do any thing for one of them you come back and you can do some thing different.

The game does not need diminishing returns since a long disable is 3-4 seconds and thats not long at all.

JohnnySmash
08-31-2009, 07:15 PM
Agree with above poster on only having one life in WoW arena, also abilities like Warlock fear or Polymorph have no cooldown so if they didn't have DR they would be way overpowered as you could keep someone CC'd all round with no effort.

ElementUser
08-31-2009, 07:25 PM
Stay on the topic of HoN please, not WoW. Thanks

Drasha
08-31-2009, 07:29 PM
Stay on the topic of HoN please, not WoW. Thanks

wow is vary much on topic i am pretty sure thats where the op got the idea of diminishing returns from and comparing its use in wow to HoN is the best way to understand the mechanic and is purpose.

JIDIz
08-31-2009, 07:30 PM
This thread is a joke.

Eccentrikit
08-31-2009, 07:33 PM
This thread is a joke.

That's mean,

Diminishing returns would ruin the mechanics of this game though.

RenoFox
08-31-2009, 07:37 PM
Why did the chicken cross the road?...

But no I don't think HoN need DR, this isn't an MMO

ZombieFewd
08-31-2009, 09:26 PM
This isn't WoW. We don't need DR.
This. The game is perfectly balanced around the fact that you can permanently disable at least one hero given the right team.

Karmashock
08-31-2009, 09:58 PM
Chain stunning is the best way to kill agi carries late game. A nerf on stuns is a buff on all heroes that are best controlled with stuns.


You are buffing scout, magebane, predator, jereziah, hag, and several other heroes that are best controlled with an endless stun.

playtimeX
08-31-2009, 10:00 PM
This would just buff carries. Bad idea.

iOP1
08-31-2009, 11:43 PM
Agreed, A team shouldnt consists of Carrys. Nuff Said.

Llama
09-01-2009, 12:18 AM
maybe, it could work, but then imagine the amount of work the devs would have to do to get it working this way and balanced like so. Im sure they have other things to work on atm.

Problem with this is there would be no way to focus someone down, such as a especially dangerous character. It would make it much easier for a over-farmed carry to demolish an entire team solo if you couldnt stunlock them

Karmashock
09-01-2009, 01:35 AM
Magebane for example would be almost unkillable with this change. And completely unkillable if he were a good player.

Crivens
09-01-2009, 02:31 AM
DR didnt save wow.

kemi
09-01-2009, 02:37 AM
I have a simple answer to your worries:
Don't suicide a 2 vs 1 battle when it's you vs a pest and hammerstorm.

Diminishing returns on spells would hurt so many heroes and pussify HoN
Would you want diminishing returns on physical attacks too?

Llama
09-01-2009, 02:50 AM
I think this game revolves around counters and teamplay rather than WoWs outright dps (or whatever, never played the game). I could imagine people in WoW whining just because another hero counters their hero really well

Happyfish
09-01-2009, 03:26 AM
any mention of WoW just destroy's all credibility in a discussion


/close thread

Demise_
09-01-2009, 08:20 AM
DR would be stupid. DR was implemented by an unnamed game to prevent what could be near infinite control.

If a team in HoN has the fines to effectively lock down a powerful hero till he dies the all to them. If they can do that without the other 4 team mates dominating their casters, even better.

If your having trouble with a mass disable team, buy a shrunken head, don't ask for something stupid like DR.

09-01-2009, 08:40 AM
/disagree

Karmashock
09-01-2009, 08:44 AM
I'd accept this is you put in diminishing return for agility items.

Late game, stuns and disables are the only way to control farmed agility characters. Nearly all their core items stack and to respond most other heroes are using things that do not stack. The only thing they've got late game are stuns and disables which are chained to control agility characters.

binbo
09-01-2009, 08:55 AM
The problem I see with not having DR is that permabash is no longer possible. On one hand, the devs believe that chain stunning through active abilities and active items is valid, but on the other hand, they do not believe that chain stunning through passive abilities and passive items is valid.

So which is it?

Maelstrom2
09-01-2009, 04:03 PM
This discussion was meaningless after the second post- Killroy did a very good job outlining exactly why DR wouldn't work (in the current system). Heck, the only reason I'm posting is to answer binbo-

This is only speculation, but I believe the reason that the former is considered valid and the latter is not is because active abilities/items have a foreseeable end- cooldowns and, to a lesser extent, your mana pool. Permabash, on the other hand, only requires you to have a Brutalizer, knowledge of auto-attack, and a little luck on your side. That's very little to give for late game havoc-wreaking... especially with the DPS they're most likely dishing out. Really, the only hero significantly weakened by this is Chronos.