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Source: Internet
Author: User

Original address: http://www.jiemian.com/article/684159.html

"Overwatch" sold 7 million sets of the world, the game with MOBA elements, whether the supremacy of LOL is shaken, is a hot topic in the industry. And the DotA player and LOL player's cross-spraying also should be over, this time to a balance-this MOBA game core elements of the complete PK.

CNG recommends the following for game planning, and a veteran player who wants to study moba games.

Moba this type of game with PvP as the biggest playing point, the balance is almost the life and death of the decision. The goal of the balance is to enrich the player's gaming experience and to make the player's choices richer-that's why they want more than 100 heroes, each hero has its own features and short board, players can be wits. If there is only one hero that is really balanced, but there is no fun. So the richness and balance of the almost incompatible, but also rich and balanced game to reflect the ingenuity of a designer.

Equilibrium level One: balance of fundamental values

In order to achieve this balance, we have designed various basic attributes to regulate the specific abilities of each hero, such as the speed of attack attacks and so on-a hero attack is very high, so in order to balance I would probably weaken his attack speed (such as the small in DotA), The damage he caused to his attack in the unit time was still basically consistent with the other characters, so that a simple balance was reached, such as a character that was melee, but he moved faster than the other characters so that he could catch up with the remote characters and kill them, which is also a balance. At the same time the character has many attributes, we can customize a hero from multiple dimensions--the specific value of the attribute level we temporarily set it to level one, that is, the most basic specific values. Includes the ability to change the value, such as a shadow to kill a unit can increase damage.

Balance level Two: incomplete disable

There is an important principle here: when we give a character some kind of remarkable trait, we must design the same factor to restrain it, otherwise this kind of character will become difficult to deal with. such as deceleration-the deceleration skill is very powerful and he can limit the other's actions. Deceleration is a relatively easy to handle situation, we only need to design some transient heroes can basically eliminate the impact of deceleration (such as DotA, the enemy law is almost not afraid of Viper or drow ranger to kill him with a deceleration method, because he has a super long-distance displacement). So we only need to design some of the skills that can cause their own displacement can be a good solution to the problem of deceleration too strong. In the case of deceleration only, the displacement hero must not be able to block because the deceleration skill can not effectively limit his actions. But it doesn't matter, there are other sibling factors that can limit the play of these heroes, such as silence, fixed body. These states allow the displacement hero to temporarily lose its ultra-high maneuverability.

This kind of effect is called incomplete disable and is the second layer of balanced adjustment. Such effects can affect a part of the character's ability to make it impossible to play, and the correct use of these effects in the game can easily kill each other.

At this point the balance model of a character is divided into 2 layers: the base numerical layer and the incomplete disable layer. The game is balanced when thought goes here, but not enough-only 2 levels to adjust the balance, the gameplay will be quite single, the role can not make a greater difference. So we need more layers.

Balance Level Three: complete disable

And then there was a daze. Dizziness is more powerful than slowing down--the hero loses its ability to act completely in a daze, and even if it has 10,000 damage, it can only be caught in a dizzy state. We're going to be dizzy, called full disable--. He is simply too overbearing: it can turn the tide of war, make a damage high to explode or a character with 3 displacement skills will not play. With dizziness, the effect of slowing down and silence is completely compared. Even if there is a balance problem at 1 or 2, it doesn't matter, completely disable can solve the imbalance on the top two levels from a higher intensity. It is the highest level above the first two layers.

That's why a slightly inexperienced Moba player knows that choosing a squad with a lot of control skills is the safest way to do it. Because the complete disable is above the first two layers, the stronger the third layer. The so-called hammer help, Dizzy to the dead flow are proof-disable skills to the world.

The processing of disable skills is the most obvious difference between lol and DotA design ideas.

Let's look at DotA first:

Because the full disable skill is too powerful, DotA designed the magic immune factor. The idea is still to use a higher level of a hierarchy to suppress the original imbalance factors. In this way, the situation is that the hands of a black scepter, no black scepter or the role of magic-free skills will be dizzy to death.

The Black Scepter gives all control skills an instant misfiring-but the DotA design also has a large number of blind spells. A Sven with a black scepter will still be controlled by the mysteries of the puzzle, and almost every hero has a spell-defying skill, and the black scepter can only dispense with a fraction of the skill. It's not invincible.

In this system, just be careful to set a spell-immune-defying skill to keep him from flooding. If only the state ignores the immunity, the injury does not ignore the immunity; Each character has only one skill that ignores magic. This creates a stable, interlocking, and balanced multi-layered insurance.

And more insured: these factors, in addition to the highest level of disregard for magical immunity, are placed in almost the same proportion of items: each character can have the ability to be possessed by an object, disable ability, incomplete disable. So each role can choose different out of the situation to make up for their shortcomings--dota the essence of the heroic ability and the ability to cooperate with the goods. such as many years ago rage stun hammer enemy law, so that the enemy law of the highly mobile hero has a full disable ability, produced a quality of the overflight, such as Sven almost every game will be out of the black King staff, so that their attack to maximize the play, such as Tinker out of the shoe full map push line, and so on- When a hero gets a critical item, his play will produce a qualitative change (it is clear that the sacred of the jumping knife and the two heroes who do not have a jump knife).

That's why the jumps in DotA are much farther away than in LOL and have a much shorter cooldown, with a 4-second stun that doesn't create imbalances-because in this tight nesting relationship, any of these powerful factors can be constrained by some factor.

Imagine such a battle scenario: "Open the Black King Stick of the tinker in situ unbridled refresh, but did not expect the opposite void mask a time boundary still hold him." The void mask just ready to kill tinker in the boundary, but found the opposite of the God ox in the distance to release the gully to control him. And the mask at this time sighted open their black king staff escaped the ravine of God, thought finally can kill this tinker, but was opposite the mystery a big pull live. The mystery has just begun to be proud, the masked teammate and use the hair wand to blow the mystery, the void mask instantaneous break free, but the big recruit time is not enough, Tinker finally successfully use Jump knife escape. "-this is a completely possible scenario in DotA, a few seconds in which the two sides have exercised a number of mutual restraint, extremely exciting.

Each character can be called strong, but not absolutely invincible, there is always a way to restrain it. This is a very good balance system--clamping each other, but also have their own space to play. In this system, the role of DotA design can play their own characteristics and do not have to worry about too imba, this is a very successful system.

Next, let's look at lol balance

At the end of the day, all the swords were chopped short, so all the characters were holding a similar knife to each other.

LOL's designers seem to have a panic over every too powerful trait, lest they be too powerful to break hard-won balances. The most obvious place is the duration of the Disable skills: there is virtually no full disable skill of more than 2.5 seconds in lol, and no incomplete disable skills for more than 3 seconds.

DotA controls are flying across the spectrum:


Control in LOL is almost trivial:

-more obviously, the toughness in LOL is designed to reduce the time that is controlled. So the control skills that were so precious were even more stretched.

Because the third layer's full disable skills are too powerful, LOL's designers are very cautious in designing such skills, using a lot of deceleration to replace the stun effect. This is also well understood, because deceleration and dizziness are the same for purposes of use, most of the time to limit the movement of a hero. As a result, the deceleration effect in LOL is almost overrun, with a large number of stacking slowdowns in the home to achieve almost the same limited movement as dizziness. In other words, this design weakens the complete disable effect of the third layer and attempts to replace it with the incomplete disable effect of the second layer with a lower intensity.

Then the problem arises:
In lol, a large amount of deceleration results in the fast-moving speed as the core character of the hero is difficult to play, to melee. The spirit of an e-skill-filled beast almost never touches the back of the back row without flashing; The crystal pioneer can hardly use the big strokes to grasp the central role in the opposite direction without flashing; the troll's w skills are hard to support. He was close to the back of the opposite row with a lot of deceleration effect.

This is not the case in DotA, because the black King stick can solve almost everything. and Lol, because of the flood of deceleration, the original should be the Lightning heroes are hard to get play. According to the previous discussion, it is obvious that, in this case, the displacement skill will become very adverse to the sky immediately:

So LOL's heroes chose to focus on the heroes with various displacements. These heroes can ignore all kinds of deceleration and forcefully to the maximum extent. Players familiar with LOL will soon agree.

Smart players can almost be seen, in lol: High-turnout heroes are their own displacement and at least a strong ability to control the hero, the low-turnout heroes are self-displacement, or only point to the displacement of no other control of the hero.

This is a very superficial conclusion:
Because the complete disable is too powerful, it replaces it with a large number of deceleration, and the only problem is that it is ineffective for the displacement skill compared to the full disable, so the displacement skill becomes an important element in the game.

--as already discussed, when designing an element, be sure to design elements that can restrain it at the same time. Now that the displacement skill is so powerful, how can we restrain it?

Most people will say without hesitation: A hammer disable him (completely), or silence him, and set him (not completely disable).

Unfortunately, as I said earlier, in lol These two factors have been limited to a maximum extent. There is little disable skill for long periods of time. Considering the existence of toughness, most of the control skills less than 1.5 seconds, displacement heroes almost in most cases can easily escape, time is too short! Even some of the other incomplete disable factors that limit the displacements have been changed weakly, such as successive cuts of silence skills, such as the ability to set a body or a non-directed or short duration.

More importantly, there is no way for players to strengthen their disable abilities against displacement heroes. All equipment can give the other side of the effect and only slow down, and the displacement hero is not afraid to slow down! Because the designers feel silent and dizzy too strong, bad balance, so there is no aster or sheep knives and other props!

Imagine that in DotA, a lich encountered an enemy law, in the face of the powerful displacement of the enemy law, the Lich nova deceleration is useless. So when the enemy law is equipped with the Lich can consider a wind wand, sheep knives, nothingness staff and other things to check the enemy law 6 seconds long distance displacement, really do not let teammate Lion help control the enemy law on the line, the enemy law has to be out of the Black Emperor Rod to alleviate this situation.

In lol, all kinds of control skills can only last about 1 seconds after the toughness, and there is no sheep knife can be out, no wind rod, there is no way to limit the enemy law, only desperate to use the poor 1 seconds control to kill him! So the enemy law unbridled flash into the flash, think their operation is very good, the opposite group of crayons can not do him. haha haha! -This kind of thing happens every day in lol. Just because he chooses a hero that can be shifted.

The ridiculous situation arises: all heroes are best to take a displacement, there is a displacement is very likely to play opposite, and the non-displacement of the hero is often can only be played-the situation is hardly balanced.

To sum up, LOL's imbalance is the result of design thinking. Displacement has been the last straw in the game-players will soon find it harder to win a game without a shift-skill hero. The balance of LOL is always on the brink of collapse.

The above article from the knowledge, the author Dyingmaster authorized to forward, the views of the text only representative personal views.

CNG editors believe that despite the many shortcomings of LOL's balanced design, it's undeniable that LOL is still the Moba game of the most players, and finally let's end with a LOL designer's view of balancing adjustment.

What does lol designer think about balance adjustment?

LOL designer: In the early days of the League of Legends, our understanding of the game is still confined to that era, design a lot of what was considered to be a good game play, which has some gameplay, for the game buried hidden dangers.

With our own growth, as we understand the game more and more deeply, we have slowly discovered more defects in the previous design. For example, S2 monotonous playing wild routes, such as S3 auxiliary awkward position, such as the last couple of years of eye-blind anti-eye war ... We heal the old wounds, step by step, let bench heroes back to the battlefield, step by step to improve the player's competitive gaming experience. Every few weeks of updates, is our past the detour of the reflection, but also our game design growth. We think that the game is not a disaster, because if the fear of difficulties and not to challenge themselves, will one day be a continuous improvement of the vast number of players forgotten.

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