What FGs need yesterday is a game with robust, expansive, extensible modding tools/custom game creator. Relying solely on people too entrenched in the FG scene won't evolve the genre. People who made Warcraft/Starcraft at Blizzard would never invent MOBA by themselves.
@Jolene_Donuts While I think "phone app" is a little extreme, Riot definitely hired the wrong people, really just went about this the wrong way from jump. And hard to imagine it having gone any other way since the only strategy they have seems to be: copy other genres but with mtx.
@PixelR_@TJ_Puma Well consensus mostly. Back then warcraft 3 had different versions (patches) and people just play on the one that the majority play on. Ofc there're smaller communities splintered off on other versions but that's kinda inevitable. Custom maps worked the same way too.
@Tew__Liter@thelolhounds1@Huy30549928 Focusing as in focusing on controlling. Just like how League players coming to dota rarely ever start out playing summons/clones/illusions chars.
@Tew__Liter@thelolhounds1@Huy30549928 Well all I'm trying to say is it's a distinct challenge for LoL players that are used to focusing on one unit at a time. Not even how big or small it is, just saying that its there.
@Tew__Liter@thelolhounds1@Huy30549928 Its definitely not the only reason, but its a major additional barrier. High/low is one too but you risk messing up the whole game by taking it out. The question at the end of the day is do benefits justify cost. Dbfz lowers the barrier elsewhere by homogenizing characters.
@Tew__Liter@thelolhounds1@Huy30549928 Not at all, I did too myself. Trying characters is a common thing in all fgs too. By "at the same time" I was talking specifically about juggling and keeping track of units midmatch, which is a very distinct skill that LoL does not ask of you at all.
@Tew__Liter@thelolhounds1@Huy30549928 For sure, if they're familiar with tag games then thats a skill they already have. But to the LoL players new to the genre its a different story. In LoL you do learn multiple characters, but over weeks and months, not juggling at the same time, not when you're just starting out.
@Tew__Liter@thelolhounds1@Huy30549928 Well yeah I meant the average LoL players that somehow manage to know about this game. And that thought is cool and is probly what led to the decision to make it 2v2, but also brings with it the immediate burden of "wait I need to control & learn 2 of em?"
@Huy30549928@Tew__Liter@thelolhounds1 That's true, but not my point. I'm talking specifically about how the concept of switching and juggling their controlled units is foreign to most lol players. LoL plays more like an action rpg, pretty far removed from its strategy root.
@Tew__Liter@thelolhounds1@Huy30549928 That may be fine for you and me but prob is how it looks to the average LoL player. If they look at the marketing materials, the advertised high level matches, whats gonna be their takeaway?
@Tew__Liter@thelolhounds1@Huy30549928 But you dont control multiple chars in that game. Hell, it just clicked for me it doesnt even let you control multiple units like dota.
@Nememashu Depends heavily on teams. The more, smaller hits your team deal, the more valuable supp is. The bigger and fewer hits teams don't benefit as much (assassin and ougi-spam chars for example).
There's always diminishing return to consider too, though not as much as magna/normal atk.
@VolSkimmer "We also pay attention, not just to pro tournaments, but also casual tournaments" this right here. If casuals keep pushing those buttons while laughing their asses off, they gonna stay.
@itsdaveoh1@PerfectLegend I mean those millions aint playing at the same time, or the same day even. These are concurrent player numbers only. If your average player plays 1h/day then 34k ccp = roughly 800k active players.
Games like helldivers have much longer play sessions.