Power creep

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  • Power creep

    This a suggestion for tackling the phenomenon of power creep, but depending on the structure of the programming might not ba possible.

    The main problem is that each new hero seems to either match or better the previous best hero, which over time leaves all older heroes defunct unless they get a complete overhaul which as the number grows ever larger means a lot of work for little reward.

    So the suggestion is to have heroes with core skills and temporary enhanced skills.
    Core skills being limited to just health or power boost to the squad but never both (just as old heroes used to be).
    Other lesser squad benefits being a only 1 of the following, power drain, stun, slow
    And perhaps 1 curse / damage resist.
    Temporary enhancements can both enhance these skills and add new talents, but only when switched on.
    The introduction of a new hero can be in “enhanced” mode for say the first 2 months, after that enhanced mode only gets switched on during events where that hero is “bonused”
    To that end so some heroes don’t get virtually always bonused because they belong to almost every group, limit the amount of groups any 1 hero can belong to down to 3.
    Of course this does mean you’ll have to downgrade current top level heroes but in the long run you should have more scope to keep the game balanced and when running events not having to provide huge enhancements to make currently lesser heroes worth using, just switch on the “enhanced” mode.

    As I said it’s just an idea.

  • #2
    Logistics of changes of this magnitude would seem to indicate that every character would have to be re-written and re-balanced. Not sure if anyone would be in support of that.

    That being said it sounds like you want to revert the game back to how it was before auras (green text on cards) were added to the game. While this would be much simpler the added complexity of the auras has been a big part of what this game is today. I would fear that if he game was overly simplified like this you would have a lot of people leave for something more challenging.

    IGN: | DW | Tavan - Guild Rank: Guild Leader - Ally: 229-229-833


    • #3
      Arguably at some point you’re going to end up rebalancing every hero anyway or when you get to PvP events when common / uncommon / rare / epic hero’s are given an event bonus, so that they have any chance of beating a high end squad of fully fortified Mythics then you’ll need to grant them every curse immunity, every effects immunity and 100,000% health and power bonus just to be effective in winning battles.

      Currently you just do it ad hoc, so old heroes aren’t completely obsolete and occupying space in inventories but never being used.


      • #4
        Originally posted by DT V View Post
        The main problem is that each new hero seems to either match or better the previous best hero, which over time leaves all older heroes defunct unless they get a complete overhaul which as the number grows ever larger means a lot of work for little reward.
        That's how games usually work, but not in HoDA; the last new hero that bested previous heroes was Bartrand, more than a year ago, unless I'm wrong. The revamps, and not the new heroes, have been the source of power creep.
        Ally Code: 362-689-939


        • #5
          As mentioned this was only a suggestion to try and get more heroes available to be used.

          Currently I would estimate that about 90% of heroes aren’t actively used every ver simply because they are the “left behinds” and even if they are bonused they don’t have the breadth of skills, health and power, to make a difference.
          Take Uldred as an example, gains power when hit, immune to power drain, I have him almost max fortified with T4 legendary copies of himself and I’m toying with the idea of making them all mythic but the reality is I never ever use him in a PvP because even maxed out and bonused as a hero he doesn’t make the grade, and there’s a lot of heroes that don’t get used and some that will never be used in PvP battles.
          While I will max XP normally unused heroes in the Banished Plane that’s the only time they will ever appear in a squad.

          So the nature of the change was to try and get the full breadth of heroes in a useable state that they are useful.


          • #6
            Originally posted by DT V View Post
            Currently I would estimate that about 90% of heroes aren’t actively used
            That's exactly the motivation behind our current large-scale stat update effort. Once everything has that baseline of stats going on, we can start really seeing who comes off the bench again to be used because they had good auras but their stats couldn't keep up, and who needs a bigger revamp to become useful again, even if it's just in a niche setting.

            However, doing the kind of "every hero gets fully revamped into a whole new system of assigning auras" would be basically completely re-writing the game. That's five+ years of development effort that would take 5+ years to redo Not gonna happen.


            • #7
              In the particular example used there's also the point that Uldred is a 1* hero - it would be a bit odd if 1* heroes were regularly competing with the very best characters.




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