Zechnophobe Zechnophobe

Thoughts On HP Items: Why they are a problem

Thoughts On HP Items: Why they are a problem

 

I know there is a thread with a very scattered discussion on nerfing HP items, but it lacks focus and good discussion, so I'm going to restart here.

There are two systems which are contributing to the overall problem:

Ability damage vs HP total.


As the game progress players need to increase their hp totals so that burst damage doesn't become an overwhelmingly important part of the game.

 

Base Health vs Boosted Health. 


Right now, with items such as Blood of the Fallen and Banded armor, a characters starting hit points in many case are predicated more by the items he picks, than by the innate stats of the DG.  Afterall, when you add 1200 hit points to a character at level 1, the difference between 1400 base, and 1600 becomes mere 'noise'.

 

The overall problem here then, is also two fold. 

 

Because ability damage is so high compared to BASE health, it becomes necessary to invest in items that extend your hit points.


For example, a level 7 Regulus has 2050 hit points out of the box, and can deal in burst 1200 with mines, and another 400 with mark of the betrayer. A necessity for an given type of item is a balance problem between the different strategic choices you make during the game.  Remember, balance isn't just about you vs them, but also about game choices.  Good balance = more diversity in the gaming experience. Bad balance = playing the same game and buying roughly the same items.

Let's face it, in your first 6000 gold, most decent players will buy some combination of: Banded Armor, Unbreakable Boots, Nimoth's Chestplate, Hauberk of Life.  Potentially all of the above, and very likely 2 or 3 of those.

New players, or even those who have played a bit have a steeper learning curve then necessary.


Let's face it, one of the biggest signs of a new player, is that they are that Regulus at level 7 with 2k hit points. It is very hard to learn what items are important in a game like DG, due to its large item selection, and having one breed of item being significantly more effective than the others really hurts those without a lot of experience.

 

But like I said, these two things are at odds.  If we decrease the HP items give, won't that make the ability damage/hp problem even more noticeable?  Well, yes, yes it would, so decresing HP on items cannot be the only change we make.

Solution:

  1. Decrease the hit points granted by items of lower than 2k gold by about 20%. This includes Blood of the Fallen
  2. Increase the starting hit points of DG's by about 25%, and increase slightly the HP per level as well (10 to 15%).

 

What does this do?

  • First of all, it makes the value of early game hit point boosting items less in comparison to the starting health you have.  A regulus with starting HP of 1680, looking to pickup a 320 hit point banded armor still gets a nice boost, but the % of his total HP that armor represents is much smaller.
  • Secondly, we still allow for abilities to do the damage they do now, without completely dominating battles. We do not turn all DG's into a flotilla of glass cannons.
  • Thirdly, we make the game a bit more noob friendly.  Those of us who play custom pugs will appreciate our allies being a bit more robust, even with mediocre or poor item choices. Buying a plate visor right off is still bad news, but at least they have more HP to live with.
  • Lastly we have also made armor a little more valuable, since armor works as a multiplier of hit points, starting HP being higher makes it more of a discussion as to whether to get armor, or to get HP.

I am Not advocating an overall decrease in HP.

I am Not attempting to say a certain DG is better or worse than any other.

I am trying to make item choices more interesting, and make the game slightly more friendly to new players.

24,160 views 55 replies
Reply #26 Top

I would seperate Health and Health Regen. Right now they are basically the same thing, in terms of what items you buy. If they were seperate then while you still get benefits out of +health, the attrition difference is much smaller.

I would also like to second the earlier comment about 'you either benefit from health or you don't'.   Getting more health doesn't always improve your combat ability and this is especially the case in team combat. If a Sedna and a UB are in the same lane, and the UB has mega health boosts while the Sedna has a mix of health boosts and mana boosts, all of the UBs health boosts are useless if the enemy concentrates on Sedna.  In that case the UB would have been far better off with some damage and mana boosts in order to throw out spits and damage.

and obviously if you are in a situation where you are much stronger or weaker than your enemy, say a 2v1, you'll get far more benefit out of speed boosts and the like than you will out of health boosts.

 I also think there's a pretty substantial difference between a 3-hit minion kill and a 2-hit minion kill in the early game, and you need damage boosts to change that.  This is especially important for Tower Rooks, who are much weaker until they get God Strength (enabling to clear minions quickly, letting their towers target DGs). 

 

 

Reply #27 Top

Quoting DeadlyShoe, reply 1
I would seperate Health and Health Regen. Right now they are basically the same thing, in terms of what items you buy. If they were seperate then while you still get benefits out of +health, the attrition difference is much smaller.
End of DeadlyShoe's quote

 

I like this idea.  As it is right now, I can run around with 7K health and have it regen in about 30 seconds.  If I had to make a choice between HP and HP Regen I would need to use a little more thought in the combination of my items.  My only thought right now is whether I use two slots for mana regen or one, with the remainder going to HP boosting items.

Reply #28 Top

There's plenty of builds where +health aren't the best items.  Depending on my opponents I often won't buy +health items as I won't be getting hit significantly early game, which means +health would be completely useless to me.  In a 2vs2 situation it's much better for 1 to stack health and 1 to not.  If your opponents are smart they may try to hit the one not stacking health, but then he can run away(obviously the hero with range/more escapes stacks the damage stuff) and while they're chasing a low health dg doing no damage his ally is getting free hits and if they turn around and attack the health stacked one the other one can go in and fight.  If Health items were nerfed intricate strategies like this would be useless just stack +damage/mana and burn one dg down will be the only viable strategy left in the game.

Reply #29 Top

Quoting Covenn, reply 17



Quoting JagerJack,
reply 16

There's nothing to "fix." It's simply mechanic of the game that you don't like, not a bug or exploit.


^^ This.

The World of Warcraft whiner babies are everywhere... don't like a game mechanic, whine about it until they change it, then find something new to whine about until they change that.

Shut up and play!
End of Covenn's quote

It's ironic that you are calling these people "World of Warcraft whiner babies" when HP / Damage mitigation stacking was EXACTLY what ruined PVP in that game.

I definitely think +damage should affect spells as well as auto attack.  Right now mana stacking seems better than damage stacking because it allows you to use your abilities far more often, which do much better damage.

Reply #30 Top

This post is going to be longish, so lemme just put in two points for the TLDR crowd:

  • It's not true that HP is always better than damage
  • The best damage items also improve health or mana
  • Some gloves are worthwhile because of their procs
  • Cooldown reduction is a means to increase spell damage
  • There is little choice early game, but late game you can get a broad range of customization out of your character
    • the gap between early game homogeny and late game customization should probably be narrowed a bit

First off it's simply not true that HP is always better than damage, as I think we can pretty much all agree that the Mageslayer and Ashkandor, Stormbringer, Girdle of the Giants, and Deathbringer are all worthwhile offensive items, though of course you wouldn't want to wear every single one simultaneously.  Also for non-artifacts Wyrmskin Handguards and Slayer's Wraps are decent.

That's a pretty big list of items which could conceivably be used, so I think the majority of this thread is a bit hyperbolic.  That being said, the majority of gloves are pretty crappy and not worth your time.

Also look at the artifact items when you consider making claims like "items need to improve spell damage," and "you're better off stacking mana than damage because your spells do the majority of your damage, and "you're better off just stacking health."  The majority of artifact items improve mana recovery and stormbringer increases ability damage pretty much directly by decreasing ability cooldowns.

Also the better items tend to address your health as well as your damage.  Girdle of the Giants has nice HP and regen, not to mention lifesteal with the cleave effect is fantastic.  Ashkandor and Mageslayer have life steal.  Mage Slayer on a Torch Bearer gives him 267 DPS at level 10, which is about 32 health per second on a zero armor target and still a good 20'ish health per second against an enemy DG, not to mention the 40'ish DPS improvement which is still a good 25'ish against a DG.  Ashkandor's stats are just nuts so I don't really need to say a lot about that.

 

So really it just boils down to the more interesting artifacts costing such insane amounts that few players get to see really interesting itemization, especially in smaller games. What's worse is that the lopsided nature of many games allows only one side to actually use them, which means that they're not even a matter of customization so much as a means to increase how dramatically you're already defeating someone.

The best DPS items either affect spell damage indirectly via improved mana recovery or cooldown reductions or address health via lifesteal and direct health bonuses.  Also the best DPS items have both +dmg and % attack speed, which makes them more than worth their slot.

Also the few glove items which are worth the money have procs like critical strikes or a snare, and Slayer's Wraps also has +10HP/second attached to it.

 

 

Still though, let's give credit where credit is due.  The HoL nerf has varied early game itemization quite a bit.  Now many players have to pick mana recovery over pure health, and if they don't they do pay for it.  Also the priest and angel improvement has made the choice between personal health and citadel upgrades harder (though priests do benefit higher health players more).  Also you guys are ignoring that it's not a given that you'll stack health at every opportunity because someone on your team needs to get building health and currency.

Reply #31 Top

A consequence of reducing the importance of the HP items is that dps items become much more predominant.  In other words, Auto-attack will be used much more to kill.  Heroes that rely on bursty skills will suffer from a lack of compelling item choices because of this.

Reply #32 Top

I was going to reply to Obscenitor in an item by item list, but I realized he must be addressing someone elses post.  Obviously my main points were in the problem with the very cheapest items (0 to 2k gold range) needing to be toned down, whereas he completely talks about the artifact shop.

 

For what it is worth, I agree that most of the high end items you'll want to buy are damage items.  But that's generally due to their being very few 'awesome' high end HP items (Bulwark?) and maybe only one 'awesome' middle cost item (Narmoth's ring).

But yeah, I don't really have a beef with those items.

Reply #33 Top

Quoting Jinx, reply 6
A consequence of reducing the importance of the HP items is that dps items become much more predominant.  In other words, Auto-attack will be used much more to kill.  Heroes that rely on bursty skills will suffer from a lack of compelling item choices because of this.
End of Jinx's quote

I am pretty certain that if you look at games, the amount of burst damage done with abilities is often more predicated by mana availability. Even TB can run himself out of mana super quick if he just fires on all cylinders for very long (Nova/rain/fireball/deep Freeze or Circle of Fire..)

 

That said, I DO agree that we could use a few more low level items that have maybe -5% ability cool down (Plate Visor, I'm looking at YOU!).

Reply #34 Top

That said, I DO agree that we could use a few more low level items that have maybe -5% ability cool down (Plate Visor, I'm looking at YOU!).
End of quote
Just to play devil's advocate here, the plate visor isn't always a bad item.  On Leviathan I always get the visor instead of the scaled helm, since most DGs start off with about 18 mana per second on that level.  I think the real problem with items like the plate visor is that the majority of mana return abilities take the form of % mana increases rather than +mana, I think TB's ice aura is the only exception, though I may be forgetting something...  but regardless that feels like a seperate balance issue, although a CD reduction may be a different approach to validating those items which would make it so there's no need to delve into +mana vs. %mana in the first place.

More generally speaking I do agree the low tier DPS items are generally lacking, but wyrmskin handguards do get a lot of usage at 1500g.

For what it is worth, I agree that most of the high end items you'll want to buy are damage items.  But that's generally due to their being very few 'awesome' high end HP items (Bulwark?) and maybe only one 'awesome' middle cost item (Narmoth's ring).
End of quote
This kind of raises an interesting question... why are there no awesome defensive items at the artifact shop besides the Bulwark?  Were they removed in beta or something when the devs saw that two behemoths with 12k HP and 500 DPS wailing on each other for five minutes wouldn't be a fun mechanic, or does it just reflect the chronology of the creation of the items? 

By chronology I mean that I have to wonder if the devs created the regular item shop items first and by the time they'd moved on to creating artifacts they had learned so much more about their own game that they made those with more compelling stats.  I mean looking at all the artifacts, how many are actually duds?  The Unmaker and Orb of Veiled Storms are the only ones that aren't clearly broadly useful and I'm sure some players still like them in spite of it, it just really seems like the devs knew a lot more about what they wanted these items to do when they created them.

Or what if the items at the artifact shop are clearly superior simply because control of that flag is just meant to be that important?  Seems like a stretch, but when I look at some items it makes me wonder if they're not intentionally bad.

Reply #35 Top

Lemme also say that the other day I was doing 3s against Reg, Sedna, and UB.  I was Rook and I had an EB on my team but I forget who else.  UB+Sedna were in my lane with Reg on the other.  Any time I got near the fight I would get spat on and Regulus was using every snipe cooldown on me to force me back to the crystal over and over and over and over.  If I ever entered melee range Sedna would pounce and after level 5 the combination of spit, pounce, fould grasp, autoattack, and snipe would be enough to kill me.

We did win that game, but only because I play like a huge pussy as tower rook, the erebus on my team who was in the lane with Reg left a priest with me at all times,  and because I got as much HP regen as possible as fast as possible.  Once we broke 5k the insta-kill nonsense stopped and the fights improved dramatically but they were still brief whenever all three of us were present, for better or worse.

So when I hear about improving DPS items I have to ask a few questions:

  1. Is DPS currently too low early game?
  2. Do the DGs it would benefit most need a buff? 
    • I think it would improve Regulus, UB, and Sedna the most
  3. How long do most fights currently last, and is it too long, too short, or just right?

I think when you approach the issue from that angle there's not a very compelling reason to improve DPS items.  Of course those are kind of tangential because the real issue here for you guys (I think) is that there should be an incentive to customize your character and it seems like a waste of hard drive space and creative energy to have a bunch of items that serve no real purpose.  The items themselves should be useful on their own merits.

It's just that fixing those items without impacting the overall game balance is impossible, it's a pretty complicated issue.

Reply #36 Top

It is nto the mechanic, it is a balancing problem. Have you ever played vs a 11k ub?? I bet you never did it with a tb.
End of quote

This is so wrong...TB (Fire) is actually the one demigod that benefits the most and sacrifices none from HP stacking simply because his DPS is pretty much completely unaffected by armor and he pretty much doesn't need to use any items besides HP/Armor to be fully effective. Basically:

  • Most of TB dps comes from abilities = doesn't need dps items (and cooldown items are not really viable save for favor one).  After level 15 TB (fire) will pretty much never auto-attack
  • Fire TB has +15% speed from abilities, does not need speed item besides Wand of Speed
  • Fire TB has +200%-250% mana regen and +15% total mana from abilities, needs only a single Helm to get infinite mana at level 15

This pretty much enables Fire TB to maintain 400+ ability dps (470 with -15% cooldown flag) at level 15, which is unnaffected by armor.  This same TB will have 7100 HP base and ~65% damage mitigation at level 20, with items costing 25K gold (Godplate, Groffling Warplate, Hungarling's Crown, Nimoth Chest Armor, Staff of Renewal, Unbreakable Boots, Wand of Speed)

As all other demigods need to sacrifice heavily when stacking hp, any mosty autoattack DG will struggle maintaining 300 dps after mitigation, while having comparable HP to the above.

I mostly play Fire TB and do nothing else but stack as much HP and Armor as I can and I am still extremely effective mid-late game.  Usually if I manage to get to above configuration without already loosing, my TB becomes an unkillable death machine.  I have never really seen anything match well against a Level 15+ HP and Armor stacked Fire TB.

Reply #37 Top

Quoting Covenn, reply 25

Quoting JuareZz, reply 20

It is nto the mechanic, it is a balancing problem. Have you ever played vs a 11k ub?? I bet you never did it with a tb.
 

11k health UB huh...

Lets see, in order to get 11k health a UB would probably need the following items at level 20:


GodPlate, Bulwark of the Ages, Girdle of Giants, Unbreakable Boots, Groffling Warplate, Orb of Defiance.... That gets you about 9,540 health, and costs 49,450 Gold. If you let an UB get this much gear, you suck.

We understand you get pwned against UB all the time, stop crying, and figure out how to be a better TB.
End of Covenn's quote

 

He killed 3 times my friends, and you forget to implay the hp he gets per level you IDIOT

Reply #38 Top

I could only get over 11k health at level 20 with:

All Father's Ring, Blood of the Fallen, Deathbringer, Godplate, Narmoth's Ring, Nimoth Chest Armor, Unbreakable Boots

Favor Spent: 750 | Gold Spent: 62000

source:

http://demigoddb.com/

I've never seen anyone reach that amount of HP in game because I don't let people get that much gold, so if you somehow managed to let an UB get over 11k HP you deserve to lose. Notice the All Father's Ring in there? If your opponent has that it means you lost.

Reply #39 Top

Another huge problem with itemization is that nearly all the good items contain "linked" boosts.


HP items include HP regen.

Damage items include attack speed.

Armor items include HP.

+Mana items include mana regen

And then there's the artifacts which have 3 boosts at once or more.

 

There's no chance for some heavy experimentation or optimization here.  What if I wanted a crapload of just HP regen or mana regen without having to pay for other increases?  What if I wanted to just get lots of attack speed because I wanted my procs to happen more and didn't want to pay for the damage?

You have far less options than say - Dota - where you got to pick and choose what components you wanted on your items then combine them (and get better boosts after combining them).  Want movespeed boots that also give +atk speed?  Go for it.  Want boots that just focus on high movespeed?  Go for those instead.  Enemy doesn't have high burst damage?  Max out that HP regen.

In Demigod everything comes prebundled and most items suck.  You get far less choice, far less freedom and as we've seen - far less flexibility.

Reply #40 Top

i can feel it. demigods superior balance will be destryoed due to the community -.-

i hope gpg is occopied long enough with bug fixes (and there are quite many things to fix) before they go to "de"-balance the game.

Reply #41 Top

i can feel it. demigods superior balance will be destryoed due to the community
End of quote

What superior balance.  Have you seen the win rates?

Reply #42 Top

Quoting JuareZz, reply 12


He killed 3 times my friends, and you forget to implay the hp he gets per level you IDIOT
End of JuareZz's quote

You are the IDIOT, go check out www.Demigoddb.com to realize its F'n Impossible to get 11k health at lvl 20 with out spending 50,000+ gold on gear. If your opponent has had the oportunity to farm that much gold off of your team then you guys sucked so bad you were going to lose anyways.

Reply #43 Top

Quoting InfiniteVengeance, reply 14
Another huge problem with itemization is that nearly all the good items contain "linked" boosts.


HP items include HP regen.

Damage items include attack speed.

Armor items include HP.

+Mana items include mana regen

And then there's the artifacts which have 3 boosts at once or more.

 

There's no chance for some heavy experimentation or optimization here.  What if I wanted a crapload of just HP regen or mana regen without having to pay for other increases?  What if I wanted to just get lots of attack speed because I wanted my procs to happen more and didn't want to pay for the damage?

You have far less options than say - Dota - where you got to pick and choose what components you wanted on your items then combine them (and get better boosts after combining them).  Want movespeed boots that also give +atk speed?  Go for it.  Want boots that just focus on high movespeed?  Go for those instead.  Enemy doesn't have high burst damage?  Max out that HP regen.

In Demigod everything comes prebundled and most items suck.  You get far less choice, far less freedom and as we've seen - far less flexibility.
End of InfiniteVengeance's quote

 

Wow I think the ponts you mentioned are real. They should fix items!!

Reply #44 Top

I really don't think that hp items are overpowered. My reason for this is that Demigod mainly doesn't depend on straight on fighting. Depending on map, speed in sacrifice of hp items would bring you the opportunity gain more xp,flags and chance to gang opponent players. Another example would be regelus being able to area damage 1800 every ten second in level ten from relatively safe distance. A good regelus player can keep the distance from enemy and go back and forth and damage 3.6k damage in an area. And most probably an hp stacking hero would have around 5-6k hp in mid game.

There are many strategies and build to counter hp stacking players. I think the game mainly depends on creative counters of the oppoenents build and team play rather than a single hp stacking strategy or one on one battles. Another example would be tb could take out the towers next to the gold flag with his AOE dmg and could keep ninja locking the flags, while definetly losing the battle against hp stacking ub. With enough speed tb can do this safely as well.

He can as well level up with fire nova much faster on certain maps. I am bringing up these Demis, since espcially these ones are considered weak against hp stacking Demis. The game is after all is won by destroying the citadeal, not by the number of kills. At least in conquest mode, which is the most commonly played one.

One thing that i agree is that the damage items are weak and besides the very few of them, they are msotly unnecessary. However changing these would need lot of testing. Buffing the damage items might result in regelusus jsut bugging the shit out of people simply with hit and run strategy after obtaining slow and range, which are not prior skills at this point. So it will be very likely that there could be other posts like " no way to hold the flag against regelus in cataract!". However, i still agree that a modifying on the damage items , or adding new trinkents to use to enchance spell damage could spice up the game. Hp is fine as it is according to me.

Reply #45 Top

I know its a bit late now but I would liked to have seen the diffent types of items (boots, gloves, helms etc) all have the same type of bonus but varrying degrees.

i.e. all helms give you mana or mana regen of course some having "chance to activate" effects and the like aswell. That way you would have a clear choice of what to buy and not have so many items that are better because they have both. It would also make it a hell of a lot easier for n00bs to see their choices.

But on the topic of health items I really like the OP idea, I think it would take more of the weight off health items.

Reply #46 Top

Cloak of Elvenkind is awesome and defensive in nature...

HoL is awesome and defensive in nature...

The girdle of giants is both...and awesome...

 

Reply #47 Top

No one here is even debating each other.

Reply #48 Top

Vlemish Face protector is imba

Reply #49 Top

HoL is awesome and defensive in nature and is very EXPENSIVE same wtih The girdle of gaints. Not viable.

Reply #50 Top

Simple solution:

1. Damage items increase damage skills. Would probably require some kind of scaling for each skill. And maybe have the damage increase from items bypass armor.

2. Go to a standard item slot type system, 1 helm, 1 chest, 1 boots, 1 glove, and 1-4 "trinket" slots not including favor item.

3. Change minion/creep healing to an actual number instead of a %.

You cannot factor in skill damage when comparing how one item stacks up to another based on that each DG has a different number of damage skills. To effectively compare one items value against another you'd have to do an entire spread sheet of how each item performs in every situation with each DG using each item. By the time you could get all this info we'll all be playing SC2.

The simple reason that HP is better than damage is that the more time you can fight the more damage you cause. HP has a second psychological effect of keeping your HP bar from going down as fast and making you more comfortable to keep on fighting.

I'm sure I forgot something and/or don't make any sense.

:troll: