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Through having more health, dealing or receiving damage also feels less rewarding/ important.
Same with an ability to dodge.
I've stickied this thread so I could get some constructive feedback, thanks for creating it.
If anyone wants to express rage/frustration this is not the place, so I'm gonna be deleting all the non-constructive comments from there.
I guess I just liked the formula of the old CIA, where spells had a big effect and the HP-pool was low, so the game was short, intense and with high stakes. Maybe playing around with damage numbers and cd's of basic attacks will salvage some of that feeling, but I will just have to wait for an update to really know.
In 1v1 ranked however this chaos became manageable and I enjoyed it alot more.
The new hero mechanics are really nice as well, but I'm not sure about drow rangers q, since she gets 3 dashes in total with this change.
Also legion commanders shield is really clunky since it is targeted now.
There are some quite rough edges, it's impossible for me to release a polished product without a dozen of testers at hand.
There are a lot of really neat new features. The way abilities detect holes, the way the edge of the map works, it's a much crisper experience, and feels more polished.
The problem is that it's no longer the same game. The introduction of 20/24 hp (which do not have "blocks") removed the transparency and simplicity of the game. CIA was my favorite game for so long, I spent months trying to convince friends to start playing, and they were hooked for its simplicity. It was super easy to get in to, and investing time resulted in skill, which resulted in more fun and more options!
I like the idea of basic attacks; they do add something interesting, and makes the game more "quick" - the problem is that the "balance" to those basic attacks is more health points which makes the game a grindfest.
What the old game lacked was polishing, balancing, heroes and, arguably, variety. The polishing was added thsi patch, and the balancing was... sort of added. The hero-pool is reduced, and the variety is nullified with basic attacks that require nothing more than a left-click.
This update does reduce simplicity and the streamlined gameplay design which I tried to achieve in the original release. However this was the same design which made the balancing a nightmare, especially with more and more heroes being added. I've seen players leave after getting stunned once and get demolished in the next second, all happening in the first 10-15 seconds of the round.
What I didn't say is that I was always trying to find a way for basic attacks of sorts to get in the game, I always disliked the 'void' which you had when your other abilities were on cooldown, often heroes were just running face to face in circles having nothing to do. I also really dislike how some of the heroes never use their seemingly main weapons, but that's probably minor.
What I also did not mention is that I first considered 3x health increase before I started implementing basic attacks, just to balance some things out. Any hero concept with more than 2 damaging abilities was pretty much doomed before.
Also try to consider this: every hero HAD to have a spammable ability in previous version, which could not be mechanically intensive and had to deal damage and in the end I had only 3 real ability slots to play with which is extremely limited, now I've moved most of these things into a separate slot and can finally consider interesting stuff.
I also heavily agree on the HP-bar point, I hate the way it is right now and it might seem like a minor visual fidelity thing, but it's not. The problem is that this thing is HEAVILY hardcoded aka we have no way to alter it and changing player-local hp-bar settings persists when you end playing the game, not good. The only solution is to hide health bars completely and draw your own but there are serious issues with projecting such thing on a screen in a good way, I've spent a fair amount of time tinkering with it but to no avail yet.
I hope I will be able to address the grindfest issue in the next update. Hero pool is obviously gonna grow back and then further.
Thank you for your post.
My main issues with the patch is that all of hero DPS was switched from high burst attacks with medium ~2-3 sec CDs to miniscule sneezes with 0.5 sec CDs. For PA this was an excellent change and has turned the hero to way better direction. But because there is no way to burst down heroes real quick, heroes like Storm get to the lategame without any trouble to do so because every hero is equipped with a peashooter missiles that can be avoided with his 0 cd mobility skill.
With 25 HP pool we can finally have proper DOT heroes implemented someday, besides QoP. Or a ranged hero with lots of spammable projectiles, but I don't think not even half of the old heroes should have their skills the way they are now.
By the way how are projectile counters going to work in 2.0? I haven't really noticed that much of those because there have been so many projectiles flying around. Projectile countering with melees and own projectiles have been one of the coolest elements of CIA.
Right now attacks are probably too much of a powerhouse and I'm adjusting this shortly.
Proper DOT/HOT is pretty exciting to have, in fact sniper/jugg Q, jugg W are another examples where that kind of stuff works.