I’m not a huge fan of the GladMed (not that I particularly dislike it either), but the idea behind it is kind of neat – a universal but high-cooldown tool that heroes have to help them flex a bit more.
So I was thinking about what other kinds of things along this line could be future Anomalies.
How about no unit collision for 3-4 seconds?
How about a global teleport that allows you to teleport to the location of any allied non-hero after a 3-4 second delay?
How about Unrevealable stealth for 2 seconds?
How about massive (75) armor for ~2 seconds?
How about a basic ability Rewind?
How about Unkillable for 1-2 seconds?
I’d probably end up feeling the same or worse about some of these as I do about GladMed (and I’m sure several would have some people frothing at the mouth in rage), but I think it would be neat to try them out temporarily.
I don’t think the general playerbase wants active ability anomalies. Players cite medallion as the step towards becoming LoL --> see Flash in LoL. And/or you see them crying how these anomalies will break the hero balance. Wahhhh
I’d prefer no more anomalies and instead focus that development time on new heroes.
It’s also another button to press, and that button is on a hard-to-reach hotkey to reach without looking at your keyboard. Having GM on slot 6 was and is a really poor location for a button that players have to remember to press retroactively to acquire any form of value or else they fail to adapt to the new environment of active anomalies.
Don’t confuse yourself, I lean more in favor of the anomaly and its positive effects. But that doesn’t absolve it from its negative aspects I illustrated here:
In other words how about “Summoner spells” like Lol have it? It would be a nice strategic flavour, but it doesn’t change the gameplay of Hots too much like an itemshop or gold. I would like to try it out in an anomaly.
Before I binded the 6 key (GM) to 4, I previously tried out the C key. That was a tragedy to remedy since every time I ping retreat (V key), I run the risk of accidentally expending a five minute cooldown (was C key).
The benefit of binding the 6 key to 4 is that it’s easy enough to reach, but not so that any number of activatable talents you pick won’t interfere with your gameplay.
Not to leave out I have a total of 10 buttons I press with this build for Chromie: [T3000334,Chromie]
The reason LOL has summoner spells and they work in LOL is that LOL is far more unforgiving to mistakes. As I pointed out in the other thread, this game doesn’t have a problem with CC. Medallion is essentially a copy pasta of WOW’s PVP trinket, which is necessary there simply because the average stun duration is 5 seconds, and there are classes that can essentially keep your CCed forever, there is no concept of skill shot, if you can’t interrupt a spell cast (although many CC are instant casts), there is nothing you can do to stop it.
In LOL, stuns are much more readily available, HP is much lower (even heroes that start out as tanks come up with around 1k hp, which is far lower than what HOTS tanks start out with), and there are stuns that last 2-3 seconds, roots that last 6 seconds, aoe stuns that also deal a ton of damage. This is why flash and to a lesser extant, cleanse, are mandatory in LOL. A CC chain in LOL can easily reach 10 seconds with a mild degree of coordination between team members. Combined with high damage and low HP, I think you can easily see why LOL needs flash. Many CC abilities are point and click.
HOTS has neither of these problems. TTK in HOTS is pretty high unless you are one of the original ranged assassins, the longest stun in this game is mosh pit, which is channeled, generally, CCs last 1 second or less, and to achieve any sort of CC lock you need coordination from at least 2-3 players or 2-3 abilities from the same player, and this gives a lot of time to react. Most CC abilities are telegraphed skill shots with very obvious animations. Those which are not are thankfully still very short in duration.
The medallion is simply a lazy addition to this game, that allowed developers to check another box in the “let’s do something cool” agile board. Keeping it or adding other “summoner spells” will simply allow CC and damage to creep out in an evolutionary arms race, which is exactly what happens in both LOL and WOW.
Blizzard should focus on educating players and fix other stringent issues.
Oh yeah, the best moba is the one that has the worst client ive ever seen, the worst balance, the worst matchmaking, the worst hitboxes and so many bugs that you can write books about them. But look, it’s popular!1!1!
You removed Kael’Thas teleport because you wanted people to focus on being in a good position. Now you give everyone unstoppable for when they are in a bad position, or when their opponent has made a good trap
Remove the medallion. Many play Heroes because they prefer it over league of legends
Or make the cooldown 45 seconds if you really think it improves HotS combat
Put ammo back on the towers while your at it. Just for the sake of being different if nothing else
I hope they don’t create more anomalies, each of them create balancing issues, some bigger than others. The gladiator med is by far the best (and hopefully the last one), i hope they keep it, but no more please. Not that they create more balancing issues, another button to press isn’t exactly the best addition. I rather they focus more on current game balancing and new heroes.