Figdbl wrote:Last hit mechanic? You mean last hitting to get extra xp/money and denying enemy the same?
I miss that the most. It made the game more skillful.
One of the major issues with playing MOBAs with Randos (especially smite) are players that will stand behind the team fight and ONLY step in to finish an enemy. They effectively cater to their K/D ratio and usually at the expense of their team. I've lost count of the number of randos with virtually no player damage, a high K/D, and complaining that their team mates lost the match for them. Even granting that it's primarily against minions the glorification and high reward attributed the last hit (in Paragon) is mildly infuriating to me.
My friends and I were testing just how powerful it was and in several matches we were seeing a 2-3 level lead and a full 10 card points well before 10 minutes into a match. Add that to several Heros being particularly horrible at last hitting do to kit and you have a fairly significant balance issue. Basically you could sacrifice your first line of towers and take several deaths, just so long as you kept last hitting the minions you would be able to overpower the enemy before they could take your T2 towers. Actually pushing your waves and taking the enemy T1 towers was less effective for a number of the Heros. Effectively, timing an auto attack was more rewarding than pushing lane, killing the enemy, or taking down their towers. That's not much different than saying if you press the 6 key on your number pad every 23.5 seconds throughout the match you will gain more XP than people who don't do it.
SMITE has a very similar mechanic involving Gold earned for buying items that's related to last hit. The difference being that in SMITE a great many characters have a full or partial lane clear (something almost non existent in Paragaon) and that Gold is shared among the gods present. This IMO is more balanced overall. One of my major issues with balance in Paragon is the ability of 1 or 2 players to go lone wolf and carry a match. The role of a Carry/ADC has been around for a while, but there are several situations where it's not so much a carry as one player sort of sops up the available xp/cp through last hitting on a rotation (at the expense though not necessarily detriment of their team) and ends up significantly more powerful than anyone else on the map. In those cases where it's 1 or 2 players on each team then the remaining 3/4 players just spend the rest of the match trying not to get ganked. Even 4 v 1 I've seen a maxed out player win the day.
In short, I particularly dislike a mechanic that allows 1 player to take the lions share of xp/cp/gold for what is essentially a matter of showing up at the right time and getting all the gravy.