This serves two purposes. When teams have an advantage in lane and in experience, lanes will more easily push into enemy territory and help in quickening any hard pushes and tower sieges, meaning smart strategic team choices are more easily rewarded. Conversely, this also allows teams that are at a disadvantage in lane and in experience farm in lane more safely given that lanes will more easily push against them, requiring less advantaged lanes to position more safely when farming and catching up.
This will be an invaluable tool to balance how heroes interact with attack speed, especially those that are and are not meant to scale with attack speed, ie carries vs support.
When heroes gain a flat amount of stats for each hero level, this flat effect has a different relative effect in the early game than it does in the late game. If a hero gains 80 health level 2 and has a base of 550, than they gain a 14.5% boost to their health, whereas if they’re level 16 going to 17, that gain is instead a 4.6% effect. While this relative effect is suppose to decrease as the game progresses, reducing this discrepancy will help each level up feel more equal in their relative impact and keep level discrepancies between players more competitively healthy.
Currently, the gold and experience for each quadrant of the jungle was heavily favoring the red side jungle. So, to even out this discrepancy and slightly reduce overall gold and experience in the jungle, we are removing the backside camp in the red side jungle. Hopefully this should remove the notion of a “strong side” of the jungle and enable vertical jungling as a viable jungle strategy.
Boris became unBEARable after the QOL changes and buffs in patch 0.5.1. Taking out some of the damage in both his passive and RMB should hopefully bring everyone's favorite bear back inline with the rest of the heroes.
At Strange Matter Studios, we are invested in rebuilding and improving upon the 3D action MOBA genre.