It has long been mentioned that we plan on a full overhaul of our Favor system, and so until we aren’t working on bigger and better things we will continue tweaking the current Favor system. The benefit that each Raptor was giving did not seem rewarding enough when compared to the risk to take them and the overall intent behind the objective, which is to provide a means in the early game to build up power and influence through successive acquisitions of the objective. Each point of Favor is roughly 50 gold worth of stats, so we are increasing the overall benefit given to an entire team from Favor from 750 gold to 1000 gold per Raptor.
The intent behind Basic Attack Carries is that they have limited influence in the early game yet scale heavily through the power of items, meaning as gold becomes more prevalent across the map as the game progresses and the more items they acquire, the more their influence builds and compounds itself. This contrast between weak and strong was not as evident as we’d like it to be, especially when Carries are in the offlane role, and so a portion of their basic attack damage has been redistributed from the early game and into the late game. Carry basic attacks should be roughly 9% weaker in the early game, but scale through hero levels more to reach the same end game potential as before.
Burst assassins are meant to deal damage in bursts to overwhelm and surprise their targets. When balancing the gameplay of these types of heroes, considerations need to be made regarding the outplay potential, and Countess was not providing enough of this potential through her ability to rapidly deal damage.
At Strange Matter Studios, we are invested in rebuilding and improving upon the 3D action MOBA genre.