Stadium Stat System Feedback!

This is just some feedback after a while of playing stadium!


(AP)
I think that adding Weapon Power (WP) and Ability Power (AP) was a good idea and it does help not only make the different builds feel more impactful but adds a good sense of progression. I have noticed a very glaring hole in that system despite how well I think it was implemented.

AP doesn’t scale or benefit abilities that do not do damage. I know there are some items that try to fix this issue, but I think it’s a shame that abilities that aren’t damage based don’t see benefit at all. A good example is Junos hyper ring or Mercy Flight.

Again I must stress I know there is items and powers that try to help this issue. But sometimes if I am building AP it’s nice to have the rest of my kit not become useless because I need to focus on the damaging one.

I would like to maybe see some items removed and integrated into the base ability and have it scale, the best example would be like LOL where when you level your ability it’s stats go up. Rather than level them, if you pour more AP into your kit your ring lasts long and gets bigger, your charge on Rein becomes longer or faster and gains more control.

These are just small examples but I think item slots should be held for more obvious and bigger changes and maybe we save scaling for the stats. I think that would not only make the early game feel better, but also the late game AND make some kits less feast or famine.


(WP):
To the same tune of what I mentioned above it would be nice to see maybe reload speed/draw speed etc scale with WP. WP doesn’t have as many issues as AP does given most guns either heal or damage and big number go up with big number on WP power bar.

That being said a subtle scaling could be nice here like reload speed or for projectile characters their projectile speed would gently increase the more weapon power they have. Again I know there are some powers and items that do this effect but I feel like a scaling system would feel better?

This could be better for characters like Mercy where allocating WP feels really bad because there isn’t a lot of items that benefit her that is affordable making early game mercy feel quite rough. Rather than wait for the scaling some built in scaling would be nice. Like the beam gets longer with WP or damage boost gives more ult charge to Mercy.


2 Likes

In general, I agree with the limited use of AP/WP,
but the problem with your approach is the diversity of abilities.

You can’t use the same kind of scaling on all of them, either because of balance or because of the abilities design.
What would Tracer-Blink do with more AP? Go further?

You’d basically have to balance every aspect of every ability with AP scaling, and redesign most abilities.

A better solution might be to take certain items and powers that improve abilities and make them scale with AP. (Some powers do that already in a way).
For example:

Hog-Hook range is increased by 20% + XX% of your AP

Increase Duration of Hyperring by 3 seconds + XX% of your AP

Same thing could be done with WP, to enhance Weapons or even abilities too in a specific way.

There could even be Items/Powers which scale with both.

This would make the Mode more complex in general, with giving more room to experiment and find interesting “niche” interactions/strategies.

Of course this would be harder to balance, but this doesn’t seem to be that important anyway.

1 Like

Yeah I totally agree with that idea.

I just think right now AP is too heavily balanced towards damage and it can leave somethings feeling a little redundant unless you build into it but then you can’t really make an entire viable build around mercy flight or hyper ring. But then you wouldn’t want to use that slot of them if you could use it towards the things that scale anyway?

I don’t know if I made sense there but over-all I agree c: