- Joined
- Oct 2, 2013
- Messages
- 95
Hey I'm having trouble with balancing my map stats.
So i've read this:
http://www.hiveworkshop.com/threads/symmetrical-hero-scaling.227709/
It's a pretty good tutorial for balancing heroes so that they can scale indefinately. There are, however, a couple things not covered in the tutorial, namely balancing armor and attack speed. I could make my map with a fixed 1 sec atk speed and zero amor for everyone, but i believe having those extra stats would make the map more interesting.
One idea I have is making armor work as in StarCraft II, so that you take one less point of damage for every armor you've got. An armor effect such as this would be a great counter for high attack speeds, because damage reduction would be applied more often.
Basic example:
Unit one has 30 damage and 1s atk speed. His DPS vs a unit with 10 armor is 20.
Unit two has 15 damage and 2s atk speed. His DPS vs a unit with 10 armor is 10.
I think the only way to balance this is setting a price difference between items that grant +dmg and +atk speed, so that against armored opponents +dmg is more effective. I'm afraid however that prices wont matter in the late late game and +spd will be just insane, because stacking atk speed *multiplies* dps, whereas +dmg just adds. That means, late game, a measly +20% attack speed will be equivalent to a +300 damage item.
Could there be any way to dinamically update heroes atk speed like in wow? That would be a possibility: basically in wow, the higher your level, less effective atk speed is. So achieving a +20% effect with a level 20 character requires much more bonus points into attack speed than achieving the same effect with a lvl 10 char.
( Im not sure if the above method is applied to atkspeed, but im quite sure thats how it works with wow's armor )
Any ideas??
So i've read this:
http://www.hiveworkshop.com/threads/symmetrical-hero-scaling.227709/
It's a pretty good tutorial for balancing heroes so that they can scale indefinately. There are, however, a couple things not covered in the tutorial, namely balancing armor and attack speed. I could make my map with a fixed 1 sec atk speed and zero amor for everyone, but i believe having those extra stats would make the map more interesting.
One idea I have is making armor work as in StarCraft II, so that you take one less point of damage for every armor you've got. An armor effect such as this would be a great counter for high attack speeds, because damage reduction would be applied more often.
Basic example:
Unit one has 30 damage and 1s atk speed. His DPS vs a unit with 10 armor is 20.
Unit two has 15 damage and 2s atk speed. His DPS vs a unit with 10 armor is 10.
I think the only way to balance this is setting a price difference between items that grant +dmg and +atk speed, so that against armored opponents +dmg is more effective. I'm afraid however that prices wont matter in the late late game and +spd will be just insane, because stacking atk speed *multiplies* dps, whereas +dmg just adds. That means, late game, a measly +20% attack speed will be equivalent to a +300 damage item.
Could there be any way to dinamically update heroes atk speed like in wow? That would be a possibility: basically in wow, the higher your level, less effective atk speed is. So achieving a +20% effect with a level 20 character requires much more bonus points into attack speed than achieving the same effect with a lvl 10 char.
( Im not sure if the above method is applied to atkspeed, but im quite sure thats how it works with wow's armor )
Any ideas??