DUDE… more than once I’ve thought that the cover is in the wrong places in the maps-- it feels like it pigeon holes the defending team instead of giving them an advantage… it definitely feels like the map design is more for an FPS and more than a MOBA.
I think there are some hero balance issues, but I think more than anything it’s that there are some elements in the game that are causing cascading… I’ve seen people constantly cascade like crazy with Rath (who I think has some balance issues with the width of his basic attack) but I’ve also seen cascading with oscar mike, and even MIKO, who I don’t think are overpowered at all. The problem seems to be with the advantages given to the team that gets most aggressive first.
Your final point is DEFINITELY too true, towers are super weak. I understand towers in central locations being weaker, since it encourages teams to fight over their locations, like the speed one in front of each teams base, that’s a crucial one and plays a big role in getting advantages, but one that should be fought over, so weak isn’t bad there, bc it encourages turnovers… but in the bases there needs to be much stronger defenses, and it probably means the SENTRY needs to have a constantly firing turret and not a laser that only shoots occasionally and can be dodged. There needs to be a constant threat of damage to the invading players when none of their minions are present-- that’s standard MOBA right there, and I think thats what @RottenRatPelt was saying, right? … nobody should be able to tower dive without significant minion coverage with the exception of minion spawning heroes (Kleese), but even then that’s a temporary dive. The part that makes that tricky is that the sentries have shields that recharge meaning if you don’t do X amount of damage in one shot then you’ve done nothing to him. That’s a bit annoying, and it causes a problem with the traditional moba approach of “whittle away at the tower” bc recharging shields make small, paced attacks worthless… Maybe shields need to be removed from sentries and their health boosted in place of the shields?
Another thought occurs to me… the speed boost tower in front of each base can be part of the cascading too, since if the enemy team builds one in front of your base you are basically walking in quicksand, and their minions pour in at increased speed… maybe certain tower locations are actually causing cascading rather than helping? Or maybe the speed towers need to have one-sided effects (instead of speeding up allies AND slowing down enemies, just one or the other). Also, as I’ve said before, enemies being able to take over your towers, at least INSIDE your base is a huge cascading issue.
Maybe if the bases had more of a “castle” like approach in the level design, with crow lofts and the like, it would allow teams to fire at invaders from strategic location while having a bit more coverage and discourage enemies from building in front of a teams base without a significant amount of support…?
@supermathv2 I couldn’t agree more, the super minions shouldn’t spawn indefinitely, that’s always a recipe for cascading, but in a one lane game like BB, how often should they spawn? You can only take a sentry down once before winning, whereas in other mobas you can take one per lane down, giving you multiple opportunities for super minions, unlike BB… so how many times should they spawn in BB? Once? Once every 3 groups of minions? I’m down for a change there, just not sure what it should be, maybe a timer…
@Jythri I just want to reiterate, that I love your game, I’m not knocking it, I just want to see it get better and better so that we can all be playing it until we’re old and grey. Do you guys have a pulse to some/all of these types of issues and concerns from the player base? I trust that you guys do, you haven’t let me down yet… though I’ve had bad experiences with other developers I believed in too… those who shall not be named… B***E :(
@MentalMars do you know anything?