The Core Issue
The current state of reinforcement spam, massive damage reduction, and inflated HP pools is breaking the fundamental gameplay loop. It actively punishes Hero/Villain play and disrupts the Battle Point (BP) economy.
1. Hero Gameplay Loop
Imbalanced Matchups: Heroes and Villains currently struggle to eliminate basic reinforcements in 1v1 scenarios due to stacked damage reduction.
Unfair Scaling: When surrounded by even two reinforcements, a Hero's survival rate drops drastically, erasing the "power fantasy" of earning a hero.
Time-to-Kill (TTK): High HP pools drag out fights, leaving Heroes exposed to constant chip damage that they cannot recover.
2. Broken Battle Point Economy
Low Return on Investment: Players spend significant BP to activate a Hero, only to be easily shut down by cheaper, spammable units.
Reinforcement Spam: The low cost and high availability of reinforcements mean the battlefield is constantly flooded with tanky units, rendering standard infantry irrelevant.
Risk vs. Reward: The high risk of playing a Hero does not match the low reward of trying to clear objectives locked down by high-HP reinforcements.
Suggested Solutions & Resolutions
Implement Strict Team Limits: Limit reinforcements to a maximum of 4 or 5 active per team at any given time, mirroring the current system that limits heroes to 2 at a time.
Introduce Scaling Caps: Implement strict caps on how much damage reduction can stack from buffs and abilities.
Adjust BP Costs: Increase the BP cost of reinforcements to prevent immediate respawning and spamming of these units.
Tweak Hero vs. Reinforcement Damage: Give Heroes a native damage multiplier against reinforcements to restore their offensive viability
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devzinski
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