One player was tired of having so many flying skills in the Heroic Alliance that he questioned the reasonableness of those skills and decided to express his criticism in the official Heroic Alliance forum, and his fists responded.
August Browning, a senior game designer, responded to this question. He explained in detail why he chose to set up a hit effect for a hero's skill, and admitted that more and more hit effects have been added to the hero League in recent years.
Browning's multiple explanations of the problem don't reach the same level of detail, but essentially he just says the hit is chosen because the effect matches the hero thematically, because they provide stable control and the control will at some point embrace the use of the hero's entire skill set. Significant because the effect feels good and the hit-and-fly effect is good for dealing with or restraining the enemy's flexible and highly mobile heroes. Most of these explanations are reasonable and understandable to us, especially when it comes to thematic matching with heroes, stable control effects, and dealing with highly mobile enemy heroes.
For Yasso, if the tornado of his Q skills only makes you dizzy, the design concept of the skill will be completely different; and if Alista's Q skills, ground smashing, will not blow you into the air, for example, then he is embraced as a hero. Some power and identity will fall apart. However, there are still some exceptions, some of the heroes in the game have hit-and-fly effects that are inconsistent with these explanations. For example, the hit-and-fly effects of King Gavin IV's skills are completely unreasonable from both a logical and a thematic point of view. After all, in real life, if you want to shoot someone into the air with a spear or blade, you have to stuff it under the enemy's feet and then pry it into the air. But we also know that King Gavin IV is surprisingly interesting because of this skill set. In any case, to a large extent, we think these explanations are valid.
One of the reasons, however, is that we can't accept it at all, and that's the "feel good" effect of flying a regiment, so it's sometimes necessary to add it to a heroic league. To be fair, Browning did say that this explanation was the most dangerous of all, but he said it was dangerous because it completely ignored the importance of the mechanisms of cleansing and toughness. Although this is true, this is not the only reason why we don't like this explanation.
We do not like it because no matter what purpose or purpose it is, we think it is incorrect. If the design of dizziness or imprisonment is correct and reasonable, and the way they are applied is satisfactory, the effect of flying is not necessarily better than dizziness or imprisonment. In the heroic league, some of the dizziness and imprisonment skills are very, very good, such as Moganna's Q, Lax's Q, Viga's E, Cassiopeia's tricks, Heimodinger's grenade, and many others are very satisfying in the game as well as the control effect. . It's the result of a good, reasonable design. If a vertigo skill setting feels bad and unreasonable, or if it's not as cool as a hit, it's because the design isn't optimal, and it's not designed in the right direction.
Can we think that there are too many skills in the League of heroes? Not always. It's certainly more than before, but we don't think it's "too much," but it's just because we think there are a lot of other group control skills available in the game. And the skills that have hit-and-fly effects in the Hero Alliance are still not saturated, but the group control effect of hit-and-fly is a more important issue than the skill itself, which deserves our attention. After all, they are more difficult to deal with objectively than others.
Don't worry, you are not fighting alone. In the long confrontation with the hero Fanling-Luo, we've been teased over and over again by him, and we've all considered throwing the keyboard across the room.