Let’s talk about EHP – Dotabuff

One of the most popular themes now is the HP group enlargement. Over the years, the baseline and survival line increased, which led to a decrease Lethality From DOTA associations. Today we want to add our voice to the discussion, with a highlight of what we consider the positives and negatives of the current DOTA approach to the time of killing.
This is what we consider the biggest benefit in the upper HP pools. Falling outside a tank hero means that you are still interacting. Since the goals are more difficult to detonate, and the long -standing crowds do not last for a long time, the possibility of counter -playing is much higher.
This results in more dynamic battles, as the quarrel is much more back and forth. Thinking about health points as a resource that can be spent on stabbing the enemy to overcome the commitment and get out of the situation is an additional potential layer that allows the highest survival.
Also, healing is more clear when you get a goal that does not evaporate in a second division. Likewise, keeping elements and heroes is much easier to benefit effectively. All this makes the game more attractive, in our opinion. Instead of the battles that are decided by good beginnings, we get a balanced game about using the most intelligent ability and permitting elements. In theory, it is also a very strong diversification tool. Tank heroes can get very Tanky, while the Squishier heroes feel more consumed by comparison.
However, there are many problems that can be particularly observed at the highest level of play. the The first move feature It is still very strong, but it is no longer a viable strategy as a whole. Previously, Vision heroes can be the cornerstone of the team’s draft, as it will lead to rapid criticism of priority goals to the victory of the team’s battle. The current level of tanks does not simply allow this, and then the heroes are admired The night chase is often ignored.
Moreover, the heroes who can previously boast of tanks that are unparalleled are now weaker comparison. In an attempt to diversify tank Heroes from spongy That is the current balance historically tank The heroes are less relevant. Tidehunter is still a very tank and survived tank, but when compared to the heroes of other heroes, it no longer highlights much.
Glass cannons also do not have the greatest times, although there are some examples of heroes who are suitable for this category while they are in lightness. Nevertheless, though, completely relevant. Heroes like ghost,
BloodSeker and
The tyrant who have a security The amount of damage to the explosion does not offer anything, when they do not kill their heroes explosion.
The only pattern of the currently applied pregnancy in Meta is to carry the constant damage. It is not necessarily a Gleipnir problem, although it is part of it. Simply: a fair battle against targets that may contain half DPS, but you have three times the susceptibility to survival is not a good option.
What ends with it is the definition that EHP dominated in an indisputable way, and it is not bad on its own for a period of time, but it limits the viable group of heroes. We hope to change the following correction.
There are many clear solutions to the problem. One is a comprehensive decrease in the efficiency of HP elements. It is largely easier and most intuitive. Reducing strength to 20 hp per point and reducing flat HP values on some handicrafts to a long road.
At the same time, we are afraid that this will lead to the loss of possible anti -play options. The current fighting team battles are fun to watch and fun to play, in our opinion. Dota is balanced on the edge of the knife and is easy to distort it in the other direction with slight changes.
Make risky heroes more bonus can be another way to go. Let Tanky heroes be generally a tank, but make sure that the glass cannons cause sufficient damage to overcome all this ability alive, if they see an opening.
This, however, can lead to a problem where players have support again. For example, Juggernaut’s Blade France is not currently unrelated against most Meta goals. If it is reasonably fragmented, it will remain unrelated against the treasury heroes, but it can make support play a little more misery. This, frankly, does not seem very bad from the balance problem, but it may lead to a less fun support experience.
Finally, the game budget is based on each hero is an option. It is generally the most common option in Dota, where excessive heroes get a slight NERFS, while weak performance becomes stronger. The problem with this approach, however, is often leading to salad.
The crawl of strength is somewhat how we got to where we are now. It is not necessarily bad: this has made this force crawl made support more interesting and influencing, making the game more attractive and leads to strengths and weaknesses in the heroes more clear.
However, we feel that the start of the season is when there is an urgent need for massive disposal. The economy will be at the level of the game and the features of the feature will be painlessly unbalanced, probably, but this is the help of the range that needs to be created sooner, not later.
What are your thoughts about this? Do you feel that Dota needs to change “rules” at the game level dealing with EHP problems, or do you think that the budget around the current levels of EHP is a better solution? Share your thoughts in the comment section below.