As many of you know, Summoner Heroes have recently been more commonly used in the Arena and many players are taking advantage of the current summoner mechanics to manage the cooldowns of the skills for their team (more pets = more moves = more cooldown in one cycle). As a result, the dev team has been focusing on the task of balancing summoner heroes. Here are some of the concepts we have been testing
- 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.
Other Alternative Ideas
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)
A combination of the ideas have also been tested and thus, after the first few rounds of testing, these solutions proved to be not as effective as the first 4 ideas written above.
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!
Sound analysis overall! It's always hard to say how changes will ultimately turn out, but hopefully we can avoid turning summoners into Kiera while making non summoner teams more than free wins.
Regarding pet death:
Would like to highlight some concerns with managing pet death, although right now I do agree its a little punishing to target summons in arena, especially when they will just be summoned again, and taking out the (often squishy) summoner also takes out the summon. For one, the summon using its skill shouldn't award points to the enemy or damage the summoner beyond stated skill effects, and the death of the summoner shouldn't award any additional points to the enemy if the summon is alive. That would just make using summons too punishing. (You guys probably already realised that but it's helpful to clarify anyways).
When an enemy does kill a pet I would be moving more towards damaging the summoner than awarding points since I've always looked at summons as Stands anyway! I must admit that I was expecting more awesome poses from the summoners though!
However if you do decide to award points, I would cap the number of points awarded by a summoner's pets to 15, and the number of points awarded should be subtracted from the summoner's point award should they die. Example: If a summoner summons 3 times and all 3 times the pet is killed by the enemy, the summoner should award no points upon death. You can tweak the numbers, but reasoning should be: As a single unit the summoner should not represent an unbounded risk to field.
Regarding Summoner limit:
I would not completely rule this out, but if summoners are balanced well enough there should not be a need for this.
Regarding alternative ideas:
I think you are pretty spot on.
Additional comments:
Would also like to suggest in addition to removing CD ticking from summoned unit moves, to also add heal over time and damage over time ticks to the list for pretty much the same reasons.
Case in point: Right now I have a Luthor. Adding 2 summoners to my comp gives me two extra ticks of healing per cycle, which is a whopping 40% increase in overall healing if my two pets can move without being disabled.
Damage over time does not experience such a buff since to my knowledge there are no heroes with a persistent damage aura (which sounds pretty cool come to think of it), but I think it should be treated the same just for consistency.
In closing I would just like to say I think you guys are doing a really great job, and am quite excited for the international release. I have a feeling this game's popularity will explode once that happens.