I understood what I explained wrong, now I will try to explain everything more correctly and clearly.
The main feature of the game is that the overall experience for the whole team remains as it is, without this HOTS is not HOTS. The team also unlocks talents by reaching levels 4, 7, 10, 13, 16 and 20. Until the overall level of the team reaches these levels, these talents remain unavailable.
What I called buying talents during a game session is also what we do now when we reach one of these levels by simply choosing one of the offered ones for free to use it in the game. But if you introduce, in addition to the general experience of the team, also the accrual of personal experience points for which we will activate the talents that open for access to the selection, spending the accumulated personal experience points on them, then I thought that it would probably be correct to say âbuy talents for pointsâ, but apparently I made a little mistake in my own terminology if it knocked you down confused.
About âpersonal experience pointsâ - they are already in the game now, when we open the statistics of the game, we constantly see them on the screen at any stage of the game, they are counted as âpersonal experienceâ that each player has invested in the experience of the team. Yes, I understand that on different heroes this experience will always not be equivalent, as for example on Mediva or Nova, if they are constantly involved purely to fulfill their own roles. As for example, yesterday I myself played on Nova - 8 murders, 18 murders, 0 deaths, and the whole team praised me with likes, but at the same time, I still brought the least experience to the team according to statistics. For the system that I propose, this is a problem whose solution I also proposed in the following version.
Letâs say we can leave the earnings of the general experience as it is, but for each individual role of the heroes it is not suitable if they will earn experience for which they will now âbuy-discoverâ talents in the game, which means it needs to be compensated with something. So that the player could devote himself more to the task set for his hero according to the chosen role, and not go, for example, on a Blaze to push creeps on the top while his team without a tank dies at the other end of the map, and he only translates fuel oil in vain to men who burn too slowly in it to be useful for this. This means that âpersonal pointsâ should be awarded additionally for completing these tasks. So to do so:
TANKS - get extra points for the amount of damage they take on in team skirmishes. Previously, I even remember this was reflected in the statistics and everyone could see how much damage which hero received, but apparently they were removed because according to the results of the tanks they could just throw reports if some other hero who was not designed to absorb damage at all scored more by stats, Murky, Ilidan or even Azmodan and this had to tank on Azmo when it was still possible to play it through the old beam.
HEALERS AND SUPPORT - Get extra points for the amount of health healed by the team or damage prevented.
ASSASSINS - get a small bonus to points for participating in the murder and a good bonus if they kill the enemy heroes themselves. Because most murderers are also engaged in push, and most of the experience is collected from this, and if they were given a bonus just for participating in the murders, it would create an imbalance, but if they themselves try harder to kill enemies by spending less time on push, then the increased premium for killing heroes will compensate them, especially for such a hero as Nova, it will no longer be possible to be torn between the choice - to spend an ulta to kill a pack of creeps or launch it into a bunch of opponents fighting with your team.
BRUSERS - itâs difficult to decide unambiguously what exactly to charge them extra points for, since most of the characters in this class are very multitasking, so the only thing I could come up with to offer them is to charge extra points for how they move from one task to another. Namely - letâs say Sonya - in the beginning she goes with the whole team to mid and there helps her team to commit the first murder, getting points for all this as usual, but then goes to another line and starts killing creeps collecting experience, for switching from one task to another, she gets a bonus to the points she gets for what that time, then immediately goes on to capture the nearest camp and gets another raise, saw that the heroes are fighting again nearby and hurries to help them - another increase in the points received, and thus it turns out that the more often the bruiser switches from one task to another, the more he will receive an increase in personal points.
Now about âBUYING TALENTSâ during a game session, between game sessions, for money and for points, what is the difference, why buy if you canât use it or how to use it once bought?
In order to use the talent from among those that I suggested adding to the game âgeneral talentsâ, you must first get it at your own disposal in order to add the already selected hero to the list of his own talents. Then he appears in the game and when you open the level at which he was placed - now you can choose to âbuyâ him for personal points or âbuyâ your heroâs native talent (that is, choose, but now not for free as now, but for points) so that he becomes active in this game session.
How to get this talent? To be honest, you will have several options for how to get it - they will be in the store to buy for one of the currencies or, like the heroes, there may be two prices for one and the second currency, one of which will periodically become less at a discount for a limited period. But you will also have a chance to get them for free by accidentally falling out of the chest, as it works now with all the other items in the game.
Your next question is âwhy should I pay if I can get it for free anyway?â Itâs very simple. The more variety of âcommon talentsâ is made in the game, the less chance that you will get exactly the one that you want and it will probably be faster and easier to get it from the store, and one purchase I think will not make you a beggar if the prices of course remain reasonable like today in the game.
But how to make a player want to buy more even if they have the opportunity to get the same for free? In my very first post, I talked about the talent improvement system - having one ordinary talent, you can add it to your hero and play like this, but if you have three such identical ordinary talents, you can collect from them already one improved talent with a pumped main characteristic for which you use it. But if you have already managed to collect three improved talents, now you can collect one epic talent from them by improving its main characteristic as much as possible! Thus, one simple talent may not seem enough to you, but you cannot get improved and epic versions of it anywhere, they are not sold in the store, they do not fall out of the chests, they can only be collected independently, which means you have two options, or play for a long time and cover many and many chests in the hope that you will fall out someday there will be enough identical copies - or you can buy all these copies in the store and this choice is completely yours!
How then to keep the balance in the game if such talents appear in it? As I described above, depending on the level at which you place the talent, the time of its cooldown will change, but the price of âbuying-choosingâ it in the game will increase accordingly to the level at which it is located. Similarly, when you improve the characteristics of a talent by getting an improved version of it, the cost of its âpurchase-choiceâ during the game also becomes higher, which means that in order to use it in the game, you need to play very well and competently perform the tasks assigned to the role of your hero in order to accumulate a sufficient number of âpersonal pointsâ to turn it on, or you can choose this talent and you will not have enough points to take some native talent of your hero and you will have to score points again. It turns out that the cooler the talent, the more expensive it is to use during the game and if you are a weak player, it will be more difficult for you to activate it, and it is unlikely that such a player will run to buy these talents, but if you play very well, then there will be no such problem for you and, on the contrary, it will be profitable for you to pay for these talents to surprise them the game has its own teammates, and this is probably already the level of the game somewhere from platinum or diamond.
What about the weak bronze players? Yes, I understand what youâre talking about. A weak player against a strong one will not be able to score enough points, he will most likely lag behind him by several levels. But what we have with recruitment in the league today, if we do what I suggest, it can change everything if players have the opportunity to buy more than one talent per level. Especially when you open the statistics and see such a picture: you yourself have collected 25k experience, your allies each have 8-7k, and someone has 5k experience at all, and opponents have only 15-12k experience for each, due to the fact that they simply killed your allies. And it turns out that you see how you drag the whole team with your own hands, but you canât do anything else with it, or how you canât realize this potential, and these numbers donât bring you any joy, rather, on the contrary, they disappoint. But if you could implement this result into the fact that at their expense âbuy-chooseâ a few more talents from those that are already available to you at your level, wouldnât it be able to help you? Wouldnât it have changed the game for the better and maybe you would have been able to lead your allies to victory, despite how poorly they play, and in the end everyone is happy and no one swears in the chat!
I think even more, it would help the players to sort themselves out among themselves according to the level of their game, the weak would have stayed playing with the weak and no longer prevented other players from playing their bad game that pulls the team down, but would have played more with the same as they feel equal with them.