The early game is a crucial, high-stakes phase of a MOBA that requires very key decision making and technical execution to successfully battle it out with your lane opponent. Since Fault has released, we've offered enough gold at the start of a match to allow for laners to buy 1-2 refillable health and mana potions, each with 2 charges that refresh when entering base, and this has allowed for high levels of relatively cheap sustainability during the lane phase. This has multiple implications, from allowing poor decision making and execution to have fewer repercussions (if one takes a poor trade, healing/mana regeneration is always available) to removing the strategy from choosing if more sustain through consumable or refillable potions are necessary in a given situation (especially on heroes with little to no regeneration in their kits). Due to this, we are making changes that should now make this high-stakes lane phase more high-stakes and require smarter decision making and higher levels of execution to attain the same levels of lane sustain and pressure as before, while also achieving a higher level of identity expression in the kits of our heroes. Reducing the starting gold, adding in a new smaller health potion and tweaking the starting items should allow for efficient use of the starting gold and provide an effective first purchase in this new early game of Fault.
At Strange Matter Studios, we are invested in rebuilding and improving upon the 3D action MOBA genre.