TheElder Posted December 20, 2014 Report Share Posted December 20, 2014 There's been a fair amount of talk on the forum recently about the overwhelming nature of some of the late game carries, particularly Shadow. I've also seen people complain about Maar and, to an extent, Nova. Even Penthos got mentioned once. The issue with a carry is that, by design, they are stronger than other heroes once they reach the late game. You can't balance them by making them weaker because it defeats their very purpose and, to be honest, their late-game strength is not the real problem. The real problem is that they ALWAYS MAKE IT TO THE LATE GAME (ok, not always, but...) Even the New York Times (check out the article on LoL a month or two ago) knows that carries are supposed to be carried BY their team so that they can reach the late game, at which point they can (finally) start to carry. The issue with carries in AoS, in my opinion, is that they don't need this. Unless the enemy team does something special, the game will last long enough for a competent shadow/maar/nova to get maxed out. The counter to carries is a push comp that can end the game before the carry gets maxed out, but that's not how a carry should work. The carry's team should be the one that has to do something special to make the carry work. The default shouldn't be that the game lasts long enough for the carry to solo win. Here is my proposal: change the time at which carries peak relative to the average length of games so that a game needs to last longer than average for the carry to reach their peak. As a result, a team which wants to rely on a carry has to make a special effort. We could do this by adding extra levels, making items cost more, reducing exp, etc., but there is an easier way, one that might help out the pub scene in its own way. Make games shorter by making lane creeps better at killing towers. Specifically, I suggest transferring lane creep HP back from resistance to actual health, then changing some damage to true damage. The towers will retain their resistances and current hp, so heroes will interact with them the same way, and lane creeps will still need the same number of hits to kill each other/die to heroes, but the creeps will kill towers and the artifact faster. The result will be a reduction in average game time (especially, less time sitting in base turtling after you've already "lost"), without changing the way heroes interact with each other, towers, or creeps (much). Pushers like Shadow who tank the wave will be nerfed a bit, Dustin and his true damage will be nerfed a bit...and carries won't get maxed out every game. Quote Link to comment Share on other sites More sharing options...
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