What new effects do you want to see?
For me i like a new type of soft cc that disables enemy talents (too bad we dont have STR, AGI and INT or we can get a skill to steal them like Undying in Dota1)
The R is kept, but all other talents are disabled for a duration.
That would completely cripple some heroes like Varian or Karazeem that rely heavily on gated talent selections defining how core abilities and mechanics work.
Lets say a stun last 1 second, to scale according to this stun, this effect could last for 3 seconds so I think it is fine since they still can attack and use abilities or run away.
(For Varian and Kharazim ,getting hit by this ability is still better than getting blinded I think)
Did you know there are only three heroes with baseline Silences? The selection of CCs we have is fine. I’d rather experiment with the ones we have than try to create new ones of dubious quality.
More reactive spells like Freedom ability from Yrel.
Maybe a mechanic that punishes two casts of the same spells in a row in some way - would be great against most healers.
A mechanic that punishes fast auto fast attackers that use A+click on the ground next to you, where lets say landing a 5th attack would punish you somehow, waiting for 1 second or so before landing the final attack would remove the stacks and the counter against you, something new because fast attacks are a natural counter to Block talents
an Airborne type spell status for your hero, where you’d be immune to the ground based effects below you, but still possible to be hit by target unit spells or ranged attacks
a map wide mechanic like harsh winds, where running in a direction against it would slow you, whereas running with it in your back you’d get a speed boost, all similar to volskaya conveyor mechanics, but not as strong or distruptive to game play
spell steal, take enemy’s bloodlust or heals over time
mana burn, not in the classic demon hunter wc3 sense, but one that punishes accordingly to missing amount of mana
1 problem with this is those ‘exchange health for X’ type of talents. You can potentialy boost some heroes with that which is the opposite of what you want.
Zuljun has it baseline, but at least damaging him further is going to cause his death, and therefor usualy a good thing to do.
A tychus with TBTA could become a hassle when he is suddenly facing this CC against a <20^HP hero, it would buff his minigun damage massively in that case.
And even more problematic would be the the vikings
First, they would lose all abilities. A bad thing to begin with
And second, there is a respawn time reduction talent (which is going to be a hassle to balance aswel, even if it effectively just slows down the respawn timer for a few seconds).
Its going to suffer from the same issue as a mana burn: You dont see any direct effect in most cases. And it makes it a very boolean ‘it does something, or it doesnt’. And thats just going to be a general anoyance. Not worth the effort to make this, when other effects can do 10x better.
The best soft CC that was added quite recently was a sleep. In its best case it does the same as a regular stun, but in the average situation its more often just a microstun.
The only soft CC i hope they are going to add is a mobility based silence: all mobility based abilities are either:
disabled completely (mainly needed on things like jumps and dashes - teleports at least are fully blocked)
or make its movement speed during its ability stretched out (genji’s dash could take several seconds to complete)
or it has reduced range.
For more passive oriented effects this also could be applied:
It simply disables the movement oriented buffs ( on things like inspire where the mobility is not its key effect). For this it effectively just applies a counter slow again.
Disables mounting for its duration.
Portals remain usable (because they are needed for certain maps), this means that medivh’s portal is going to remain working after casting (casting itself gets blocked), zagara’s nydus remains working, and obviously towers of doom keeps its portal (and for hounted mines the underground remains accessible).
I would say increase the amount of less common effects/character archetypes that we have.
So more globals, more stealthies. More supports, more vision, more summoners
For abilities, silence, polymorph, sleeps, fears, ground damage effects, ignoring unit collision and displacements/obstacles.
I think there is already a lot to work with in the game already, and nothing more as far as more mechanics needs to be added. For me deathwing is a step in the right direction with some very unique abilities, (not even touching his trait, which is a whole lot more of uniqueness).
I’ve used this keyword a few times in a couple of my Hero Concepts Concussed: Add Cooldown time to the last ability the target used
It’s a soft silence however the thing that makes it different is that because it only effects one ability you can balnce it around having a longer duration, I.E iflet’s say Discord Strike form Alarak provided concussed instead it could add up to 3.5 seconds
And if you lock heroes like Tychus or Muradin out of their given mobility suddenly it becomes very very dangerous
Mana burn, a skill that destroys or steals enemy mana but not health.
Possession, possess enemy player for some time, benefit from stacks etc, use all skills except ults.
Fog of war no range attacks working for the area and duration.
Maybe some items, xp miner that generates xp for some limited time equal to 2 minion waves, force field to reduce magic and or general damage, mana burner or mana power-up.
Fog of war and vision are instrumental and it would be fun if there were more abilities that took advantage of the mechanic.
For example, a stealthed hero (or one made so by Medivh lvl 20) will be untargetable by some enemy abilities that aren’t ground or skillshot based (Varian Charge, Nova Pinning Shot and similar stuff). Why not introduce a similar spell mechanic that would work against the enemy? Would prevent certain enemy hero from being healed by spells that function in the same manner - Uther would not be able to target you with Holy Light as he would still be able to with Holy Radiance for the duration, neither would Anduin be able to use his pull on a friendly hero for the duration that is affected by the debuff.
Maybe exclude Divine Shield and or other heroic abilities like Alex Life-Binder from being affected by the effect for balancing reasons.
We already have Shield and Anti Shield mechanics, we also have regular heals and Mortal Strike which reduces healing effectiveness. There’s so much room for interesting mechanics and we still haven’t reached a point where a diminishing returns mechanic on CC is required (like the one in WoW).
These things are fun and offer reactionary game play that feels rewarding to the player who is able to either bait the enemy or time his response correctly rather than just throwing out spells that deal damage.
No all the abilities will scale accordingly just without the talents, and they can attack / cast abilities/run, is supression pulse op? No, even at 3 seconds and being a global because enemy can run.
And all the heroes stats will scale accordingly btw, so not like level one.
Something that affects heroes for a longer duration than silence, but every time they use an ability while it is on them it does something bad.
Like maybe it makes the ability have a longer cooldown, or inflicts damage on them.
So it’s effectively a voluntary silence that you can ignore if you think the cost is worthwhile. And unlike typical mana drain it isn’t effectively useless before reaching the critical moment, nor does it make the game approach a state where both teams have no mana, which is boring.
And I could see Belial’s heroic swapping the placement of basic abilities for a short time. Jaina’s Frostbolt on E, Cone of Cold on W, for example.
I’m a bit surprised there aren’t many blinds that affect the player rather than the heroes. Like Dehaka’s heroic, and Malganis’ Blind as a Bat talent
I made an ability for Ithereal (Archangel of Fate) in my concept where he can make a Hero untargetable for his allies (so cannot be healed with point’n’click abilities, no cleanse to save them, no shields, no protected).
Ok, you know hoe fighting a talent tier down is a bad idea?
Your suggestion would allow players to remove ALL TALENT TIERS of enemy heroes.
Again, it would be OP. And the later in the game you are, the more backbreaking it will be. Kharazim would basically do nothing and Varian would turn into a minion.
I’d rather be blinded than lose my cleanse, my double heal, my ally, Banner, shield wall etc.
o god no pls no
The Volskaya conveyers are horrible and the reason why the map is not in my favourites. Having it map wide (even weakened) would be nothing but pain.
Topic:
Crippled status. Cannot use abilities that let you dash in a direction (Genji, Illidan, greymane) and your movement speed cannot exceed 100 %.
In most games, you can still teleport, but that’s for the devs to decide.