- Pet death = 5 points: We have been testing this and it currently seems to be a feasible choice as it gives value to the other team whenever a pet dies. There are currently 3 ways for a pet to die: sacrifice, killed by other team, or its summoner is killed.
- Pet death = summoner loses 20% max HP: This is another possible way to add value for the other team when a pet is killed.
- Reduce Arena pet limit to 2: Limiting the number of pets that can be summoned in the Arena will help reduce players abusing summoners to get more turns in each cycle.
- Pet moving will not trigger CD on your team: When a pet attacks, it will not cool down the moves on your own team.
Of course there were several other possible solutions that have been proposed.
- Summoning sickness: Pets will not be available for action once summoned. We find that this will hurt the summoners’ value too much, as the 1 or 2 summoners in the team are sacrificing their turn to do nothing in the first cycle.
- Pets cannot capture flag points: This solution was thought to prevent pets from simply gaining points by blocking the tiles, but it resulted in overly lengthy games which lasted up to 30-40 rounds when facing other summoner teams. We want to shorten your gameplay, not lengthen it!
- Skill delay on summon/sacrifice: We also tested out skill delays on the caster when pets are summoned/sacrificed. When they are summoned, the extra turns will still allow you to cycle back to the summoner to re-summon. When they are sacrificed, simply using other units will render this solution unviable.
- Turn-sharing between pet and summoner: This turn-sharing mechanic was thought to be the best solution, but instead, it either does not solve the issue of cooldown (if there is no summoning sickness), or it made the summoners overly disadvantaged (when pet sacrifices, summoner’s turn ends)
The Testing Continues
All the balancing solutions that we have listed above are still undergoing developer realm testing. We are still looking for the best balance to keep summoner heroes fun and exciting in the new Arena meta, but not overpower the hero pool that we had already put in place. It is still too early to tell whether or not there may be another meta that can break through without summoners being essential. We are still monitoring the meta changes closely to ensure balance in the Arena.
Which balance solutions do you think are the most effective? Do you have any of your own ideas on balancing the Arena meta?
We will continue to watch the forums and fan page for more ideas and feedback from the community. Thanks for reading this dev blog, and we will see you in the Arena!
(*) These possible changes will only affect PvP and not PvE