Murraythehuman

Rank: User
Status: Offline
Rep: 2
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Preferred role

Tank

Region

Americas

Days Available

Mon Tue Wed Thu Fri Sat Sun

Time Zone

Playstyle

Pro

About Me

Main: Deathwing
Secondaries: Azmodan, Medivh, Hogger, D.Va
Pockets: The Lost Vikings, Whitemane, Mephisto, Rexxar, Yrel

I have an ability design philosophy, namely the three Cs: Cohesion, Counterplay, and Changeability.

Cohesion: "Does this ability fit well with the others to form or support a certain playstyle?" This one is fairly straightforward and is all about ensuring a character has a well defined gameplan in mind. Yrel, for example, is built around a single core concept with many ramifications to its execution.

Counterplay: "How are players supposed to respond to this move, and is it fair to a majority of the roster?" Every move needs to have its eb and its flow. Counterplay that's too specific can lead to lopsided matchups where the fight becomes too hard for characters who don't have those tools, and when that happens you're left with a character whose success becomes less a factor of skill and more a factor of matchup.

Changeability: "Does this ability add more variety to the gameplay, or is it used the same way each time?" The variance an ability has, and this is something that can take many forms. Sometimes it's a case of player skill increasing how effective something can be, or a factor of good decision making. Something like Azmodan's Q can deal X damage to one target, or X damage to 20 targets. Somtimes it's used from up close as a quick splash, sometimes it's a long range tool used to deny an escape or just to land the finishing blow. Another method can just be about the different utility a move has. Junkrat's mine is good for his own escapes, peeling enemies, pulling enemies into his team for a kill, or just for dealing damage and displacement to as many enemies as possible.

If a move fails to meet these three qualities, then it needs to be treated with scrutiny before it's given a pass. Of course, just passing them alone isn't necessarily enough to make for a good moveset, but they should do the bare minimum of avoiding a bad one.

- My Top Ten list of most wanted new Heroes -
1. Synapse
2. Snake Sanders
3. Harth Stonebrew
4. Amon
5. Han & Horner (two-headed hero)
6. Blackthorne
7. The Overmind (A core-replacement hero is infeasible, but the Overmind himself is not)
8. Cairne/Baine Bloodhoof
9. Lady Vashj
10. Lilith



Lately I've been working on several rework concepts. I have more I want to make, so I thought I'd tier up who's on the docket (outdated):

Lastly, I've written up a list of "red flags" I see in Hero design on this website.

Spoiler: Click to view

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