Certain concepts in this map design may seem arbitrary, but in actuality were added based on certain problems that inherrently came with a global-based objective reward. Other vehicles can be focused down, and fixed damage rewards like Hanamura have finite value. When it comes to global effects, the only comparison point is to Cursed Hollow, which isn't nearly as drastic in design.
Certain key flaws came to mind, the most prominent one being "Hey, if Overmind starts pushing top, and the entire enemy team goes to stop him, what's to stop him from immediately focusing his efforts on bot instead?" Being able to just jump around the map to where the enemy isn't would be too much of a dominant strategy, and the game should never become about
avoiding playing the game. As such, the effectse of the Overmind/C'thun were adjusted to only
enable powerful pushes, requiring coordination from the team.
Vile Ooze disables structures and provides excellent area control, but its can only deal 80 damage per cast to each structure in its radius.
Eyestalk deals considerably more damage and might be usable to back-cap a structure already facing minion pressure, but it's most effective when used around allies, who can provide it with protection and better capitalise on the bonus damage it provides.
Psi-stim is a bit of a throwaway move, but provides a bit more useful utility, enabling some powerful plays by C'thun's allies. Being able to moderately revive allies is designed to mitigate a 'won objective but got teamwiped' scenario, which would be less than ideal for the winning team, as they'd lack a way to capitalise on their success, especially in the lategame.
Lastly, Mind Rend is designed to create a bit of pizzazz, something these godlike entities
deserve in their otherwise pragmatic designs. This move can set up a teamwipe in the right circumstances, and hit enemies on multiple parts of the map simultaneously. It's a bit too good for the early game, so it's been locked until level 10.
The purpose of the Superkeep was one that also came from trying to mitigate back-cap strategies without making it impossible to do so. You can do it... but really only once.
Also, I left out a piece of the terrain in the current version of the map. Redoing it would require changing all these images one at a time, so keep in mind that there wouldn't normally be a straight shot right from the top to the bottom of the map.
My last major concern is... "is it exciting to play as this vehicle?" Being locked into the role of a Super Abathur might not be all that entertaining to some players, and may lead to infighting over who has to do the dirty work of actually having to play them. Compared to the Dragon Knight, who has a play-making kick, a satisfyingly meaty basic attack, and still has to engage with the game by dodging and positioning, C'thun/Overmind has moves that tend to focus on setup for other players. Vile Oooze's near constant uptime means they will still have at least one source of APM, and Summon Eye Tentacle provides some big moments, I fear that players might prefer to play
with their demigod, rather than
as them.
Then again, Abathur is one of the most popular characters in the game, so who knows?
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