Reldnahc
06-25-2012, 07:09 PM
So this thread is to discussion the design and implications that occur from having a time based day/night system in Heroes of Newerth. A mechanic carried over from Dota, the day cycle provides some interesting and often overlooked mechanics to the game. Currently, the time changes every 7:30 in game.
The main differences between Day/Night are:
DAY:
1800 Vision Range for Heroes.
NIGHT:
800 Vision Range for Heroes.
Neutrals are not aggravated unless damaged.
These simple changes between the two time periods creates different playstyle adjustments depending on the current time. Less vision means ganking is more effective, wards are more effective, Flint/Artillery can't safely outrange towers, etc. The Neutral sleeping makes it harder for melee to stack and harder to sacrifice yourself to them to deny kills. There are plenty of underlying strategic elements of the system that often seem to not get enough credit.
What would the advantages be of exploring this system? Previously the vision of a hero in Night and Daytime was considered a balancing element, but ever since patch 2.5.12, it is clear that S2 does not wish to explore differing vision ranges at Night.2.5.12: The Night Vision of the following heroes have been changed to 800: * Bombardier (had 1200) * Bubbles (had 1200) * Deadwood (had 1200) * Keeper of the Forest (had 1200) * Torturer (had 900) * Tremble (had 1200) * Valkyrie (had 1200)
What would be the implications of designing heroes around this system? Would it be an element that is impossible to balance in hero design? Could the system become a determiner of when teamfights/ganks/pushing are done or would this cause turtling/rushing? Could the duration of times be adjusted and what would be the possible effects?
To reiterate, this is a simple discussion on the possibilities of the feature and what all it could entail and currently does entail. I'm sure I don't have to say it, but I'll remind you not to post useless suggestions(PORT NIGHTSTALKER PLZ LOL). If you have a suggestion about the system, make it well thought out and analyzed with thought behind it and its intention.
The main differences between Day/Night are:
DAY:
1800 Vision Range for Heroes.
NIGHT:
800 Vision Range for Heroes.
Neutrals are not aggravated unless damaged.
These simple changes between the two time periods creates different playstyle adjustments depending on the current time. Less vision means ganking is more effective, wards are more effective, Flint/Artillery can't safely outrange towers, etc. The Neutral sleeping makes it harder for melee to stack and harder to sacrifice yourself to them to deny kills. There are plenty of underlying strategic elements of the system that often seem to not get enough credit.
What would the advantages be of exploring this system? Previously the vision of a hero in Night and Daytime was considered a balancing element, but ever since patch 2.5.12, it is clear that S2 does not wish to explore differing vision ranges at Night.2.5.12: The Night Vision of the following heroes have been changed to 800: * Bombardier (had 1200) * Bubbles (had 1200) * Deadwood (had 1200) * Keeper of the Forest (had 1200) * Torturer (had 900) * Tremble (had 1200) * Valkyrie (had 1200)
What would be the implications of designing heroes around this system? Would it be an element that is impossible to balance in hero design? Could the system become a determiner of when teamfights/ganks/pushing are done or would this cause turtling/rushing? Could the duration of times be adjusted and what would be the possible effects?
To reiterate, this is a simple discussion on the possibilities of the feature and what all it could entail and currently does entail. I'm sure I don't have to say it, but I'll remind you not to post useless suggestions(PORT NIGHTSTALKER PLZ LOL). If you have a suggestion about the system, make it well thought out and analyzed with thought behind it and its intention.