Consequential Ideas on a Budget

How the turntables turn. It’s pretty amusing no new content being announced at Blizzcon is where some draw the line. Anyway, as this is apparently the only thread on this forum where ideas are proposed with considerable thoughtfulness I’ll try to fill the gap as JeanFrancois seems to be in a time-out to contemplate his unconstructive posting sins.

Recently I’m seeing posts claiming that the game is failing to generate revenue and further limiting its development. I think focusing on heroes is smart. Being creative with how to get heroes in players’ hands at more reasonable prices serves to both accommodate players who are or would be interested in the game and to improve the chances of the game seeing more revenue. Heroes are the only content that really matters. Both the super-dynamic bundle and the rent-and-buy ideas have promise.

These conspiracy theory parts were wrong. Apparently back in the day gold did not unlock cosmetics, with a few exceptions. So gold being at all usable for cosmetics actually favors players - veterans most of all. The HotS “2.0” changes were not a blatant attempt to milk players but they were certainly beside the point and questionable. Gems appear to also have been Blizzard’s attempt to lower prices, as they introduced a whole bunch of lower level content. Kind of silly, but that also favors players/consumers.

The map suggestions are interesting. It’s certainly true that after a while many maps start to blend into one another. Straightforward five on five fighting over a centralized objective begins to relegate differences to aesthetics. I’ve also been noticing that some maps have been made dimmer? I don’t know if this is another socially sensitive attempt on Blizzard’s part to be accommodating or not but it’s reducing the appeal and range of maps. Players should be given options to dim or should just use the gamma setting.

The reporting system issues go without saying. Something needs to be done, and at this point a reset of the penalties makes sense too. Players need to feel safe being able to voice their frustrations. The line needs to be clearly defined and enforced both ways. If now is not the time for systemic change then at minimum silences need to go back to just being silences. Present-day Blizzard’s overly-sensitive decadent culture is of course the real obstacle.

The most controversial idea here is without question the one aimed at expanding the game’s core gameplay. It may also be the key one, so it needs to be treated seriously. This game is going nowhere without empowering/challenging/rewarding players more. The progression-type power level stuff is the one area that could truly be called antithetical to this game as it biases fighting and is done by the other MOBAs. Expanding core fighting, on the other hand, should fit with the spirit of this game.

So we have:

  1. Basic abilities application quickened
  2. Basic abilities effects lasting longer
  3. Basic abilities ranges extended (casting and skillshot travel distances)
  4. Basic abilities areas of effect enlarged (includes cones)
  5. Basic abilities cooldowns cleared
  6. Basic abilities cooldowns recharge faster
  7. Dash power
  8. Teleport power with forced return to initial spot
  9. Increased movement speed
  10. Self-cleanse
  11. Full invisibility not revealed by movement
  12. Shield
  13. Regeneration
  14. Half the Hearthstone effect on the spot
  15. Life-leech on damage
  16. All healing and regeneration experienced increased
  17. Life-link to sustain damage instead of target hero
  18. Armor activation based on damage sustained
  19. Healing performed increased
  20. Basic ability damage increased
  21. Basic attack damage increased
  22. Basic attack speed increased
  23. Basic attack range increased, charge to target for melee heroes
  24. Basic attacking while moving

There is a large subset of these powers that should be useful to any particular hero. Traits would also have to be included in these powers I believe. The next step would be to illustrate how they would apply in specific cases. The fundamental thinking here is that:

  1. Due to these powers being short-acting and activatable they present more dynamic choice and execution than the attempt the early developers made at Artifacts. There is also no serious progression component “gating” power. If anyone pulls up the design of Artifacts we could compare and contrast, consider how the gameplay effect could be different.
  2. While the powers are clearly empowering and “synergistic” counters should be inherent. Gaming fundamentally works in this way.

I think the reality is it’s time to get bold. Get bold or die. The writing is on the wall as clearly as ever for this game. If its developers don’t get smart and aggressive it will indeed become another Blizzard relic. Some people are fond of Blizzard relics but time moves on. Whoever has been cast to work on this game needs to start experimenting, and not on little random Anomalies. Too much talk of passion, not much evidence of it. Some people confuse passion with preservation. That’s how one of the worst movies in the history of movies and a disgrace to its franchise happened - Star Wars Episode VII.

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