Categories: DiscussionDota 2

Should ward, egg, and tombstone be balanced like nimbus?

The Problem:

Zeus' ult nimbus takes 4 melee attacks to destroy, 8 ranged tracks to destroy, and 16 non-hero attacks to break.

Tombstone requires 5 hits from either ranged or melee and 20 hits from non-hero units.

Same applies to egg, the attacks required are the same regardless of melee or range heroes.

Cooldowns and bounties are really unbalanced as well. Undying gives 250 gold for his Tombstone at 7 which is an insane amount of gold for that early in the game given how much gold a hero kill gives. That means if people playing support prioritize 8 attacks, that let's you secure a hero kill for doing almost no damage. Phoenix dies and gives hero gold if the egg fails. Zeus' nimbus gives 125 gold, and realistically only ranged heroes will try to kill it because melee will have to eat like 1-2 lightning bolts and it's not worth the risk. Nimbus is 45s cd, while Tombstone and egg are both much longer…

Now people can just run away from eggs or tombstones late game because the cooldowns are so long and new heroes like Snapfire make these heroes' strongest abilities a complete joke to deal with.

My Solution:

My suggestion to fix this isn't to nerf snap, or buff ability numbers like damage or cooldown of the hero, but instead make the number of attacks the same logic as nimbus so it would take double the range attacks than melee.

Concluding Remarks:

When these heroes were originally designed, they were in a meta where ranged heroes could not hit so far range, and items like force staff didn't exist like they do to allow for quick repositioning after taking a compromising position to hit a ward, Tombstone, or egg. Also, gold mechanics weren't what they are now.

The economy of dota has changed so much where early-game hero kills award basically nothing in terms of gold and I think a big part of that design choice isn't to make the game better but to make the watchability better since it makes it so early mistakes cannot be punished as severely to sort of ensure that a minimum time is reached, similar to why the rewards scale to more insane levels as the game goes longer such as T5 items in order to prevent the game from becoming extremely long such as a 2+ hour game which, while not frequent, did happen occasionally in the old dota games, but I cannot recall the last time I had a game go over 90 minutes because games end so fast after 60 min due to the hard stop that T5 items provide so the games' broadcasting/advertising side has an easier product to work with. I am not saying these are bad changes, but they're clearly not done from looking through the lense of 'how can we make dota more fun and enjoyable for the players?' The fans want to see good dota, and that's fine but the players also want to play good dota in pubs and that's currently not happening so that gap should be addressed because a lot of money comes from people playing the game too such as battle pass, not just broadcasting pro matches IMO.

Gamer

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