How likely is a core replacement hero going to be?
typervader2Like the title saids, how lilkely do you think this will happen at this point? A hero that replaces your core and you play like that, like Overmind or something simailar.
FuenteOne potential issue with a core replacement hero is that if they don't have a lane presence, then you could have a team consisting of that hero, Cho, Gall, Abathur, and someone else (murky!?).
With only two bodies on the field the game could potentially break down pretty heavily, especially on maps with more than
32 lanes.This isn't necessarily insurmountable, but definitely makes this sort of idea a challenge to design and balance.
Blizz_JeffB25-02-2020 11:12:58wolvoson maps with more than 3 lanes.
what are you hiding guys...
FuenteHah!
I actually initially wrote "maps with 3 lanes" then intended to change it to "maps with more than 2 lanes" probably because I am a programmer and "= 3" is less accurate in this case than ">= 2."
Blizz_JeffB25-02-2020 11:30:46KindlyBuildingIt's weird that you guys think about that; it's the players' fault if they make a comp that obviously doesn't work, right? Really shouldn't be following WoW's ideology of "bring the player not the class". If 5 people choose to do a ridiculous comp, their loss is on them.
FuenteIt isn't really about comp viability or winning or losing the game.
There are a ton of things we could add or remove from the game that would open up more options to players but would result in degenerate gameplay or a game that simply isn't as fun. Part of our job as responsible developers keeping Blizzard's Core Values in mind (especially Gameplay First) is to steer players towards the fun choices (by making them more optimal or more exciting) and away from the un-fun choices (by making them less optimal or avoiding them in the first place).
Disclaimer!: This is my opinion on this, and hopefully helps explain why *I* think a core replacement hero would have some challenges. I definitely am not speaking for the design team or Heroes as a whole here. This approach is pretty common in game development in general, though. Check out #13 here: https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-2-2016-06-06