Game Design: Character Balancing in League / Dota

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  • Опубликовано: 8 сен 2024
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Комментарии • 6

  • @alpinoterran
    @alpinoterran 8 лет назад +8

    this should have more views

    • @etofok
      @etofok  8 лет назад +1

      +alpinoterran this had 50 views for like 2 months, where it got shared?

    • @dimitrijat
      @dimitrijat 8 лет назад

      +etofok I have seen this link in quite a bunch of doto2 reddit posts about balance'n shit

  • @benjaminyau2253
    @benjaminyau2253 8 лет назад +5

    Interesting thoughts and good video keep up the good work!

  • @BonkHazard
    @BonkHazard 3 года назад +2

    I think League needs to stop expanding their roster for a good while, for every old champion that they rework to meet the average standards they introduce at least 5 new ones which tend to be far more broken, they make them broken so they can generate artificial hype, because in a game where every champion is broken, why would anyone get hyped over a champion that doesn't outperform every other champion, it's why half the time you see at least one or two League videos where the title is "NEW CHAMPION BROKEN!! ONE-SHOTTED MY FAMILY AND FRIENDS!!!".
    Dota on the other hand does it differently, they rarely release new characters, for example we got Snapfire and Void Spirit in 2019 November 26, today is literally their birthday and we have not seen a single new hero in the period of time leading up to today. I like to imagine Valve first tries to properly balance all the existing heroes so that no hero gets left behind in the dumpster before moving on to add any new ones. Also the hype is not artificial, it's not generated from how broken they are, it's generated for a multitude of reasons: their character, design, lore and so on.
    Basically put League goes for "Quantity over Quality", while Dota goes for "Quality over Quantity".

    • @etofok
      @etofok  3 года назад +1

      Sounds about right