Simplier Champs ?

Discussion in 'General Discussion' started by GAIAMASTERakaNANI, Feb 27, 2014.

  1. GAIAMASTERakaNANI

    GAIAMASTERakaNANI The King of Potatoes

    Hello everyone.

    I would like to know, (if possible) from an Dev...What the idea of you guys from DoG's in rellation of abilities/champs ?

    I mean,i remember the old days of pox, when a champ barelly had like 4-5 passives.the game runned smoothly whit balanced champs and was pretty different of what Pox became today, whit champs whit a truck of passives.

    I believe less abilities/passives would balance the game automatically from the create/born of a new champ/exp, etc...

    Is this an ideia you guys (DoG's) have in mind or something ?

    Hugzz~~
     
  2. Senshu

    Senshu Administrator Octopi

    We would like to bring thing more in line to the "old days," but we will need to decide how to approach this issue. Just know we are well aware of this and want to address it in the future.
     
  3. JazzMan1221

    JazzMan1221 Better-Known Member

    It really is a shame, but the simple fact is people become bored easily these days. To keep up with the high demand for ever more interesting content, the natural response for a game like Pox is to increase its complexity. This is done primarily by the addition of new abilities and interactions for said abilities. Basically, simple games cause players to lose interest, which is a bad thing for any gaming company in the long run. Powerceep is a necessary evil, and the only control one can impose on it is how fast is propagates.
     
  4. KTCAOP

    KTCAOP I need me some PIE!

  5. KTCAOP

    KTCAOP I need me some PIE!

    That said, however, there may be the unfortunate turn of ability consolidation, where there may be 1-2 abilities, but they do 5-6 things.
     
  6. Prami

    Prami I need me some PIE!

    That's not the only way a game like this can diversify itself. It's just the cheapest and the easiest way.

    DoG could release new maps, constant patch notes help keep people engaged, there could be new modes of play, and god knows there are enough runes that can simply be reworked/improved. DoG doesn't need to bury Poxnora underneath a pile of runes & abilities. A certain number of people, a large number of people, will always come back to a game like this because of the collection aspect. People don't want to give up what they've amassed, it's like a hoarding instinct. With this in mind, it seems more important to increase and maintain the flow of new players, since old ones will simply come back when new content is eventually added.
     
    Nemorga likes this.
  7. only

    only Active Member

    well, if champions just become move here and there and click 1 on bad guy it is also not the smartest way. when I look at some old(er) runes, I simply see this issue and there is no surprise these were powercreeped. in this case, powercreep done good for the game. it evolved the game.

    the problem might be that abilities are kinda out of place in terms of synergy/how they work. see how counters to nora sometimes work, sometimes not. how Unstoppable isn't working against AP denial. how we have Charm and Fear instead of 1 form of "Distraction".

    the more "templated" abilities are, the lesser of them you can make to circle and create META this way. for instance, you can build other abilities to work with/against them. and in this case, champions could be more synergetic with just few abilities, because they would have their own use in specific deck/combos. when everything is all over the place, in order to "achieve" a synergy, you need to crowd champions with tons of abilities.

    this is one of the reason I enjoy playing champions based on charged mechanics. they all use the same mechanic, tons of champions out of different themes, but they compete together.

    I would really like if pox direction would be synergies, counter logic play, various interactions from the match/board rather than putting 15 champions with the same race and call it a day. themes are cool and stuff, but I feel that some deck building restrictions, themes are forced to follow META standards if they want to keep up with the rest. see how Grintmaws need to be strong and sometimes providing stupid scenarios, just because they don't have some tools for "flexibility". however, they kinda follow the standards I would like to see. just look at how simple champions are and when you play them, you really know the difference between each other.
     
  8. Authyrtyr

    Authyrtyr The King of Potatoes

    The value of themes is that it gives incentive to build cool decks that aren't an ensemble of the best cards in the game. Sure you can build weird specific strategies that aren't themes (ie Punishing Aura, Magnetic Rover AP Denial, Dread) but they add alot to the game. They're an outlet for what I believe Sok called "lateral power creep".
     
  9. Nebron

    Nebron I need me some PIE!

    Imo I'd drop all champs down to 2-3 abilities and remove the lvl system completely. At this point its just the husk of an old system that serves no useful purpose anymore. Personally I'd push all champs and their abilities to be theme oriented and put less emphasis on the factions themselves. Sure it seems like a daunting task but there's enough players around who could give some form of advice. I'm not sure you guys would really need it though. Looking at SP I could probably get the champs done in a week and there's several other players who could do the same in their respective factions simply because of how well we knew the themes.
     
  10. Nemorga

    Nemorga I need me some PIE!

    My thoughts exactly.
     
  11. seth1877

    seth1877 New Member

    I'm agree, game need to be more simple, need new players, actually there are to many similar abilities and too many abilities for champ.
    And with too much powercreep champ lost roles: where are tanks, ranged dmg dealer, bruisers, utilities champs, low cost champs for early game and late game monsters with high cost? Actually op champs are all this thinks together, and this is bad for game diversity.
     
  12. Ragic

    Ragic I need me some PIE!

    The new champ also made me think that an overhaul to the champ system must not be a very high priority. I hope its not going to be just another powercreep reset.
     
    Last edited: Feb 28, 2014
  13. GAIAMASTERakaNANI

    GAIAMASTERakaNANI The King of Potatoes

    I think, that an game whit an engine like PoxNora, as more function and complexity you add, you get a higher chance that happen more bugs, as we are seeing those days whit certain runes.Powercreep may be necessary, but if we see the frequently launches of expansions/runes those days whit new abilities,things may get out of control easily.My opinion is, less abilities whit a complex functioning = less bugs.

    That was the reason i made this topic.I saw that rune whit that simple abilities/passives/upgrades and remembered old days, when simplier runes where attractive too.

    Thats exaclty how i thought.

    Exactly.I remember ages ago, using Draksar Footmans in the frontline to Tank and protect my Ranger there behind.
    But now you can easily put most of the rangers units or your Bowmage in the middle of the map, cast an spell on him that will give Regen/Resist to Tank/Counter-Ranged/Deal damage and stuffs.Most of the champs today on PoxNora, lost their roles.
     
    Last edited: Feb 28, 2014
  14. Authyrtyr

    Authyrtyr The King of Potatoes

    I would have to disagree with the idea that champions have lost their "roles". I still find very much that I need tanks in front of my ranged units and that I need some utility (ie healing) to back up those tanks.

    A note on the ability count on champions, high ability counts started as a way to differentiate exotics in terms of power level. I imagine then that we started adding more abilities to lower rarity cards to make them more playable in the fact of higher rarity cards because you otherwise limit your effective rune selection. If we're not going to do that we need to establish a set of properties associated with every rarity tier that will make lower rarity runes playable at the very least in certain BGs.

    As a reference for an approach taken by a well known card designer I will link you to NEW WORLD ORDER https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172

    MTG establishes exactly how different rarities should look, maybe Pox should do something similar?
     

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