From my days of playing RoC DotA 3.7 from 2005-2008.
- DO NOT MIRROR MAP
- INHERENT TEAMS IN THE GAME
… Now, there are several other items from DotA that made it such a great and balanced MOBA with a high usasge rate for all heroes. For those whou would like more elaboration on this and/or who are new to MOBA, just post that, and I can certainly do so with a PM to you or in this thread.
I believe those two major points above could create a far greater balance for VG without altering or re-shaping it’s identity too much, as VG does have a lot going for it.
DO NOT MIRROR MAP
This immediately gets rid of the “top lane island” problem many of us deal with. It also would create a little more unpredictability with regards to which buff is rushed, and which objective is rushed. It also mixes things up a bit in a game that is going a bit stale. Just the idea of moving right to left, as opposed to always left to right. would be interesting. The “side” of the map you’re own would be completely random from game to game. This would also be cool at the pro level with best of 5 tourneys. The higher seed could get their choice side of the map for round 5, with the first 4 being split 2-2. I am sure stats would come out quickly as to which side people are better on.
1A) THE JUNGLE: There are too many easy access points to the jungle from the lane, and thus to the lane from the jungle. If the jungler wanted to harass the laner back on DotA, they needed to be sure it would work. It took enough time to go out of their way where they would be thrown off the timing of their creep rotations in their jungle. This also made it a lot more risky to invade an enemies jungle as it would be a lot harder to retreat from it. DotA had a middle jungle where the mid junglers could often go at it, and then each side had it’s own relatievely safe jungle to farm.
INHERENT TEAMS IN THE GAME
Perhaps I can phrase this better. DotA was always the Sentinel vs the Scourge. Each team had 12 unique heroes that could NOT be picked by the other team. This made drafts unncessary, and simply communicating with your team in the lobby chat all that was needed as to who would pick what. This also meant the opposing team did NOT know who you were picking until the game started (you could immediately pull up scoreboard screen). This would definitely alter VG a bit, but keep all the heroes in the game. [SIDE NOTE: I was tempted to suggest completely reworking all heroes and giving them more specific roles through their abilities, as I believe, especially with the captains, abilities are muddling roles. Several captains have abilities that would lead one to believing they are an asssassin, jungler, or bruiser… not a support hero.] SEMC would have to pick which heroes belong to which “side” and what they wanted to name each side. I would keep it simple
SUPERS vs EVILS (I’d be fine with Sovereign Soldiers vs Halcyon Hitmen (but Halcyon refers to the 3v3 map) or Light vs Dark lol)
Examples of how I feel this could create some balance and interesting choices for the game (captains):
What I tried to do there is take who I believe the most powerful captains are (Church, Lorelai, Flicker, Ardan, Phinn, and Yates) and split them up between the two sides.
What are folks thoughts on this? It likely would never happen, but I really felt DotA was so balanced, and despite there only be 24 heroes total, the game was always a bit unpredictable and every hero had a viable role (the siege role was never given to this game, nor can it exist with the intense turret shield). You weren’t quite sure who the other team would pick. And it was different game to game depending who you were playing and what side you were on.