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dunkeldad
03-08-2012, 01:06 PM
Hey there.

This has probably been discussed before, but I still feel that this needs to get implemented. What I'm requesting is that every hero has their min-max damage turned into one single value, static damage. I honestly do not see the point in having different minimum and maximum damage values.

HoN already has way too many things that are based on luck. Rune spawning, critical strikes, jungle spawns etc. I don't intend to remove all of those factors, because they are part of what makes the game enjoyable (not having the same exact thing happen every game). But there should be a limit.
Having differentiated hero damage does exactly nothing that improves the game or makes it more enjoyable. Rather, it allows the lucky player to have way bigger chance against the more skilled player than he should have.

As a competitive game, HoN should have as few things where luck plays a factor as possible. The best player should win middle, not the one who procs his highest damage more often. Not to mention it would be really easy to give all the heroes static damage, just add their min and max damage and divide by 2.

If any of you has any input as to WHY static hero damage should not be implemented, please do enlighten me.

-dunkeldad

WeXaztor
03-08-2012, 01:20 PM
Seconded

Chime
03-08-2012, 02:19 PM
A part of me wants to keep this as it is, a part of me says that the other part should shut up... I cant really decide, since it just seems right for me to have random damage in the game.

dunkeldad
03-09-2012, 04:58 AM
A part of me wants to keep this as it is, a part of me says that the other part should shut up... I cant really decide, since it just seems right for me to have random damage in the game.
I kind of have the same feeling, but when I think about it, I honestly can't find one single reason as to why heroes don't have static damage values.

dunkeldad
03-10-2012, 04:27 AM
bump.

03-10-2012, 09:49 AM
It's not that it bother me but I think that with static hero damage will be better. We already have a lot of lucky variables.

_BIGboss_
03-10-2012, 02:16 PM
lol to me, it's better the normal dmg, to differentiate from DotA, and i love the normal mode :D

dunkeldad
03-10-2012, 08:26 PM
It's not that it bother me but I think that with static hero damage will be better. We already have a lot of lucky variables.
Exactly my point. I really can't see any reason why heroes need to have varying damage, other than "because DotA does it".

Watercat
03-11-2012, 10:14 PM
It's not as simple as that, it's a balance reason
Simple things like this can really change balance
They do it to either buff or nerf a heroes Laning presence. A hero with high spread will have harder time last hitting, being weaker in lane.

dunkeldad
03-15-2012, 04:55 AM
It's not as simple as that, it's a balance reason
Simple things like this can really change balance
They do it to either buff or nerf a heroes Laning presence. A hero with high spread will have harder time last hitting, being weaker in lane.
To answer that, couldn't they just make the static damage lower and/or make their attack animation worse?

For instance Kinesis, he has some strong abilities, but (imo) the worst attack animation in the game, which sort of balances him out. I understand what you're saying, but I find there are other ways to balance heroes than just making them rely on luck.

UrienRakarth
03-15-2012, 05:05 AM
A Hero with a high average damage but a high spread has to wait till a creep is at lower health than a hero with lower basedmg and virtually no spread.
Examples:

Hero A:
Damage 30-60

Hero B:
Damage 40

Hero A has to wait till the creep is down to 30 HP while Hero B can lasthit at 40 HP.

On the other hand Hero A can harass much better due to higher average damage.

erkdajerk
03-17-2012, 05:04 PM
No, the limit isnt at autoattacks, the limits is at blacksmith and his ability to either **** up the whole teamfight, or do absolutely NOTHING. And yes, I'm talking about his multicast.

The current system revolves around skill.
If your hero does 60 static dmg in lane, and another hero does 55 - 65 dmg, you both have to kill the creep at 55 hp to get a secure creepkill, the exact way the system is at right now.

Guy above me has no clue what he is talking about.
It's currently an average at about 7 dmg difference between min and max dmg. (magmus has the biggest differende at 15, but with his passive that does AoE dmg every time he gets a lasthit, that difference is fully understandable.)

This change is not needed, and i do not know why you are complaining about it.

UrienRakarth
03-20-2012, 07:17 AM
Why do I have to attack the creep at 55 hp if my hero got 60 dmg (assuming 0 armor)?