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Game Speed


Adamantium
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I feel like no one else wants this, but in my opinion things happens a bit too fast in AoS. I played a couple games of LoL and then a couple of AoS and noticed that I'd actually like to have some more time to react to the enemies' abilities instead of everyone just button mashing and hoping to get out on top as soon as the fight begins. I'm not currently proposing anything, just sharing my thoughts.

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The game speed should be normal, and then the movement speeds and attacks speed, as well as most other speeds finetuned to work best with the new speed.

 

Then again, it's kinda what makes AoS AoS.

 

Well I actually think attack speed is way too fast also. Like a geared ADC will get off like 2k damage in auto attacks before you can breathe.

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Do you think you have enough time to react in team fights?

 

I won't claim to be a LoL (or even really these days a DotA) expert, but think about this:

 

In DotA 2 a teamfight generally lasts 20-30+ seconds, until everyone is dead or fled, and can last up to literal minutes, with several heroes coming in after death and participating again.

 

In LoL a teamfight generally lasts 10+ seconds, until everyone is dead or fled.

 

In AoS a teamfight generally lasts +/- 5 seconds, until everyone is dead or fled.

 

There are obvious design problems with that, particularly that big, long-cooldown skills have to be used very sparingly in the lategame (or a player risks have them on cooldown for the whole duration of a fight) and it makes the low cooldown skills less useful, because they are simply not able to be utilized to great effect.

 

"Poking" also doesn't really exist in AoS. Either team will either initiate via a bola, lance, throw, pull or simply run in, forcing everyone to click their buttons targeting as many individuals as possible.

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You talk about speed? So You don't remember sotis? For example shadow with thousands of timescale and ballizions on dmg, where you died in 0,5 sec ? :D

I used to love sotis for that, for that moments and fast reaction almost like fps, outplaying and when games lasted 15-30min max. For that adrenaline rush. It was completly diffrent game and diffrent to all others.

 

Now Im older and slow as a sheep with 50kg of cotton on it. Everybody got older.

Edited by SayMyName
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"Poking" also doesn't really exist in AoS. Either team will either initiate via a bola, lance, throw, pull or simply run in, forcing everyone to click their buttons targeting as many individuals as possible.

 

I really liked this. AoS has taken initiation and made it ez mode. Just wait for your puller to pull and kill they guy, no real initiation, may the best pull win. In lol or HotS this isnt a thing And I think it might be better. People as it is just dont really know how to initiate. Also because of this lack of knowing how to initiate without a pull poke heroes have all been nerfed to the ground (Dustin rockets, Kerri Ult just as two examples that I can come up with off the top of my head) because people didnt know how to deal with it.

 

On Another note, if you were to decrease game speed something would have to be done about game duration which already can take over an hour.

 

On a third note, after playing HotS There might be something to making the team-fights last a little longer (maybe not DotA level long but longer) so things dont happen so fast.

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In Dota there are strong initiators, for example batrider. But diffrence is that are counters- hero counters, example for bat: nyx carapace, venge swap, flying vision - beastmaster/nighstalker aghs, etc etc; or generally the counter initiators: heroes that have stuns and can buy blink or have in build blink ability. And heroes that are designed to save others if needed/break initiation (shadow demon disruption, dazzle grave etc)

 

Its more about thinking about what goes when, on who, about position, map vision, control. But networth and reaction time also always matter.

 

I don't know how but when i was playing aos - it had almost no stun heroes whatssoever. It was considered not fun. Obviously it changes gameplay and how game works.

 

Then you have also items that can block one ability per certain amount of time (linken sphere) or items that can remove debuffs (lotus) and more support items like glimmer capes or forcestaff (for position not only you but your teammates if needed) that can help you save people.

 

Edit: Adding to that, saying that in dota fights take minutes is total bullshap. Yes they can. But it depends on team compositions. Dota is diverse game. You can play the game diffrently (ofc some styles can be easier to execute or "stronger" in current patch, or just some style counters other team playstyle/picks) There are heroes that can burst you down (example ursa) or even increase dmg output of your entire team (with right composition, example troll) and teamfights can last few to 10 seconds (Rest is running/chasing survivors) Many times heroes get bursted down in seconds in dota in intitiation, it depends again on heroes, on items, on farm. Then you have heroes that excel at prolonged fights: timbersaw, slark, dazzle etc

 

TL:DR

Still the most noticable diffrences in short in dota that changes much are: lot of possible stun heroes/items, every hero can try tp if not stunned/disabled and can survive dmg. In Aos you cannot tp in middle of fight (unless you are copperfield)

Edited by SayMyName
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Didn't whale have an idea to slow down heroes the closer they get to each other? IE, when fights or team fights are going on, the game slows so they can react better but someone off splitpishing wouldn't be slowed? Or maybe someone else suggested it or its in another game. Either way, it'd probably be too difficult to implement.

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Didn't whale have an idea to slow down heroes the closer they get to each other? IE, when fights or team fights are going on, the game slows so they can react better but someone off splitpishing wouldn't be slowed? Or maybe someone else suggested it or its in another game. Either way, it'd probably be too difficult to implement.

 

Thats called "lagging" ROFL

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Didn't whale have an idea to slow down heroes the closer they get to each other? IE, when fights or team fights are going on, the game slows so they can react better but someone off splitpishing wouldn't be slowed? Or maybe someone else suggested it or its in another game. Either way, it'd probably be too difficult to implement.

 

no that was ekco. everyone hated it

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Credit where credit is due...

 

...but not everyone. The problem was that the system is unfair towards people who depend on, or feel that they have the element of surprise, only to be slowed down by BulletTime™. It felt too much like a crutch (or lag), and the community did not agree on it's usefulness. But yes, we did try this in the past.

 

Such a mechanic is more reasonable in a single-player environment under more specific conditions.

 

 

To that point, we also did try lowering the game speed in the past, and the overwhelming response was that people preferred the speediness, since the contrast made the slowed game feel sluggish and/or laggy. Maybe times have changed?

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