What anomaly would you like to see?

I agree with Fountains needing to be invincible and keeps should be buffed, but not so much with EXP reduces the fountain cooldown.

MULE camp is an interesting idea. More objects/small buff usables on camps would be a neat idea, though I want camps to remain a choice in the meta, rather than a requirement like LoL.

There were these suggestions quite often, to have a brawl where you get all talent on every tier.

Sadly blizz never made it.

I would love to see how it would work.

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I would like to see Gladiator’s Medallion replaced with Flash/Bolt of the Storm.

Maybe it would actually function if they did that.

  1. All merc camps provide a random item upon capture.

  2. Structures below 30% health have a MULE called down to repair them for 15 seconds.

  3. Minion waves start with catapults.

  4. Regen globes and Fountain heal immediately, no regen effect.

  5. Objective respawns 25% faster

Confused level 1 anduin talent noises

On the other hand… All of the level 16 talents :star_struck:

2 Likes

Actually I think anduin would be sort of good if you assume it would be coded that the talents get double
So you’re healing with Pursued by Grace Twice per AA and renew is getting 10 healing ticks.
Then you get both the 2 instant AA’s from the W talent and Inner fire
Can you imagine how fast Lightwell cooldown would be with that?

2 Likes

I reached the max level more then once

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balance in QM would be a great anomaly

I want a mode where, you pick your hero but then:

For each Q W E ability you use, it changes to a random Q W E after its cooldown passes.

Qs can only change to other Qs,
Ws to Ws,
E to Es.

I know it would be totally random, but I think totally fun.

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No anomaly.
I liked the idea that anomalies come for 3 months and leave.
I hate that the anomalies come and don’t leave.

Just don’t try to fix what is not broken and instead of stupid ideas, rather focus on maps and heroes.

5 Likes

i’d like a “start at lv20” anomaly :slight_smile:
would be interesting, especially in aram :smiley:

  1. Random is a bad idea, as then it becomes a case of luck instead of tactics.
  2. I would make it so the mule repairs up to a certain value instead of using a treshold for spawning. 30% health is a fine treshold though
  3. No. catapults require people to be present or they can quickly cause a lot of structural damage. And the early game brawling potential should remain. Having them later on when the distance between forts is larger (because a fort is destryoed), allows more time to act on them as the lane itself has more space. This makes catapults less of an anoyance.
  4. This makes fountains even more of an issue when you are about to kill someone. This is why the regen of it is rather slow. But adding a small initial boost could work in order to prevent people getting killed by lunara’s dot after triggering the fountain (which causes a double punish).
  5. Objectives already have a high presence, and the defending side needs to have breathing room after an objective. So im heavily against this.

Inspired by your #4 i do have an alternative that might be interesting:

  • Upon touching the fountain, if you get killed shortly after, the cooldown of the fountain is reduced equal to the value of HP it wasnt able to grant.
    • If you only got 10% of its healing, its CD is reduced by 90% (yes, this means it is generaly going to be up again. So no worries if you have lunara’s DoT against you. it wont harm to touch it anymore.)
    • If you die after 50%, you get as 50% cooldown, which beyond level 20 means its instantly up again. But in the early game still applies a cooldown.

As a result, there is no worry to touch it if you are about to die. Which should promote quicker usage as a potential life saver.

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No anomalies. I’d rather see things we actually need or more content.

In my experience, most of the anomalies haven’t been very important to the game, they haven’t been very impactful or they’ve gone about it the wrong way. Only one that I think was done super well in all areas was the turret one, but even that isn’t as important as things like clans, an improved tutorial, afk/loss forgiveness, improved report system/transparency, ect.

I’m glad the devs aren’t doing anomalies on a schedule after this one. Hopefully future ones we see will be more targeted and for lack of a better word, necessary. No more “change for the sake of change” ones like weather.

They’ll still do anomalies after this, but when they’re ready and not on a schedule

3 Likes

I would like to see a Cataclysm anomaly. The map would have random walls erupting from the ground. These random walls would change lanes, create dead ends and chokes points. I would like to see this randomly change before each objective.

I don’t get why clans would be such a huge thing when players can make their clans outside of the game client? People already use discord over the team voice in game, might as well use discord for clan making too. It’s just that no one’s done that at least on an appreciable scale

Different roles in discord for ranking purposes among the clan.

Anomalies that I’d rather ‘try’ out would be item camps like in Overwatch maps.

It can have a strange effect in the battlefield, they’re either good or bad, but the items in the Overwatch maps weren’t bad, being able to get a turret to zone out an enemy Hero is kinda good.

I’d like to see something similar in other maps, though it is an item, I am wary of any changes, because having items means demanding more for independent usage.

Voice chat generally isn’t too popular in games, in my experience. I don’t think that’s a fair comparison. But in-game support of such a feature makes it far more accessible, especially for the less serious players. And maybe it’s too little too late, but community features like clans should’ve been here a long time ago. Especially when team league was still a thing.

these kinds of ideas can only be appealing to kids with ADD, honestly. no offense :expressionless:

This varies a LOT per game:

  • The more popular, the less voice communication as casuals often lack a mic.
  • Depending on the genre, if chat is fast enough for most situations, then chat remains the default for most.
  • A ping system also reduces uses for this as a ping can often tell a lot in a short time.
  • If voice chat is audible for everyone that should hear it, it promotes usage automaticly. And this often also turns you into the ‘commander’ of the team due to the fast and accurate responses you can give. This also makes more people willing to join the chat.
  • Manual joining to hear chat does not work, as it requires at least 2 to do this. And if no one does, why would you be the first?
  • If the game is very calm (sandbox style), its often a good way to randomly chat. Even with randoms, its very likely that they will hear such chat and at some point join in. There isnt a lot you can say that would backfire (unless its your voice itself).
  • Dedicated servers: The more often the same people are grouped, the more willing they become to chat. Matchmaking systems are very counter productive here.
  • Code of conduct: If people are allowed to say more, they will. And usualy this is combined with both the good and bad stuff. If this gets handled too strictly, talking can backfire, which is a very heavy counter productive part towards voice chat (or any chat in general). This is usualy the worst offender at having people ignoring chat entirely.

Examples:

  • In pubg, voice is often better because pings are usualy not enough (they help at identifying where you shoot at if you bind it to the same button). This means that in order to become better, voice is somewhat mandatory. This promotes usage and therefor its used often.
    • Except in solo play ofcourse
    • And in most cases people in a team use discord instead anyway. But the ingame chat does support a ‘team only’ setting. This is often enough used as fall back, and works well enough.
  • In moba’s, most actions can already be pinged. And in the rare case chat can often also assist to that. This generaly means people are less likely to use voice.
    • And manual joining of voice chat obviously makes it worse in hots.
  • In age of empires where rounds can easily last over an hour in team games. And action is relatively slow (fights can take minutes), you can often just type (there also isnt a voice chat there, and its often not even missed).
  • In niche games, its usualy players that are very dedicated to their game, and if a game requires voice, most people actualy use it (they might not talk a lot, but in most cases they still respond to actions by saying things like ‘thanks’, ‘i need ammo’).
    • If such game has dedicated servers, servers often even enforce usage of the mic. Not using it can cause in getting kicked.
    • It also generaly enforces people to use the same language. Its well noticed with russians here as many of them talk english. Or they stay to russian servers (because mixed languages doesnt work at all and anoys them equaly).
  • In team fortress 2 voice communication is generaly only used when you are playing with people you know, as randoms are extremely unreliable (its worse than hots!). This means you rarely use voice or even chat at all with randoms.
    • The exception on this is mann vs machine where some coordination is generaly required to even beat the mission. But it is still kept to a minimum here.

So its realy down to the games themselve. And sure, finding a good niche game can be difficult. But often is worth it if you realy want games where voice communication is common.

Even in left 4 dead voice was used regularly. Just because it was needed for quick responses. 1 player with voice was a massive boost to the team. And this is considered a relatively mainstream game.

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What about an anomaly that at level 20 let’s you pick the other ultimate at the cost of a level 20 talent?