Okay, if you've played DotA, you've probably been in the following situation:
One guy on the a team chooses one of a handful of characters (Riki or Sniper are the most common, but I've seen others), levels quickly to 6 with a few easy kills, and then at a speed almost double the other characters and butchers the opponents, allowing them to grab some of the top items and giving their allies way more room to level, which exacerbates the problem. By the 15 minute mark, it's essentially a slaughter where one team is just running from any confrontation because one character can take on all five. It results in terribly unbalanced games and miserable play experience for one team while the other side is almost boring. I've been both on the giving and receiving side of this. It doesn't require skill at all.
So I think that DotA 2 could use some changes to deal with balancing:
1) Get rid of gold loss on death. I understand why this is here, but it exacerbates the problem by essentially preventing those who need items the most from needing them and allowing those who kill them to get the top items better. And when some of the base items cost 3300g, it is really frustrating to have to re-earn 1000g because the other asshole smacked you at 3200g.
2) Towers should deal percentage damage to heros, rather than set damage. You should not be able to solo a tower at any level. Creeps and/or other heroes should be required in order to take down a tower. At 16, a Juggernaut can solo a tower just with standard attacks and dropping a healing tome. This is a serious balancing problem as it essentially prevents the defensive stance of "tower hugging." This also combines with the next possible change.
3) Tower target priority. Currently, the tower will target whichever hostile creep or hero is closest and continue until it is dead. What this means is that melee heroes are at a distinct disadvantage in tower fights as they are closer, have to travel farther in order to approach and retreat from the tower, and have fewer alternative targets for the tower before they have to retreat. Conversely, towers don't change targets until they are dead or out of range, which means a hero just needs to make sure its not close to the tower during a target change and can still go after a straggler hero. What they should do is have target priorities in the following order: target hostile of friendly hero > hostile creeps > hostile hero. This combined with percentage damage would give lower level characters more of a fighting chance against higher level characters.
4) Larger killzone for spawns points. You should not be able to spawn camp in this game. Period. Make the map larger and set the spawn points farther back if you need to.
5) Consider an experience curve. The 1-25 level scale makes for a much more interesting experience in DotA 2 than LoLs 1-18, especially when you can divert a level into a straight up base state boost. That said, it also means that when there is a level gap, it is often much more dramatic (it is not uncommon for there to be a 12-level gap between characters), so I propose scaling experience gains based on the mean level of the other team rather than a set concrete number. You can still murder characters who are substantially lower level than you, but lower level characters can level faster and higher level characters can level slower making games more competitive and engaging.
6) Reexamine some ultimates and consider modifying the more abused ones. Let's get this out of the way: some ultimates are way too imbalanced. Reki's perma-stealth can be gained in one second of non-combat at level 3. Sniper has a maximum 20-second cooldown on an ultimate that has the range of almost a third of the map. I'm not saying you have to nerf their effects, but in terms of balance, some things need to change. Reki's stealth could be upped to 3 seconds and a minimum away from his last attack. Sniper's assassinate cooldown should probably double. These are the two that I most remember.
So this is what I think DotA 2 needs to make the game more balanced. Yes, some of this is straight up taking stuff from LoL, but DotA and LoL are essentially the same game to begin with with different heroes, tile sets, and marginal features. Embrace the similarities (because feature copyrights are much harder to fight in court than others).
So what do you think would help the game get more balanced? Are there any characters you think are "broken" and do you see how they could be fixed?
One guy on the a team chooses one of a handful of characters (Riki or Sniper are the most common, but I've seen others), levels quickly to 6 with a few easy kills, and then at a speed almost double the other characters and butchers the opponents, allowing them to grab some of the top items and giving their allies way more room to level, which exacerbates the problem. By the 15 minute mark, it's essentially a slaughter where one team is just running from any confrontation because one character can take on all five. It results in terribly unbalanced games and miserable play experience for one team while the other side is almost boring. I've been both on the giving and receiving side of this. It doesn't require skill at all.
So I think that DotA 2 could use some changes to deal with balancing:
1) Get rid of gold loss on death. I understand why this is here, but it exacerbates the problem by essentially preventing those who need items the most from needing them and allowing those who kill them to get the top items better. And when some of the base items cost 3300g, it is really frustrating to have to re-earn 1000g because the other asshole smacked you at 3200g.
2) Towers should deal percentage damage to heros, rather than set damage. You should not be able to solo a tower at any level. Creeps and/or other heroes should be required in order to take down a tower. At 16, a Juggernaut can solo a tower just with standard attacks and dropping a healing tome. This is a serious balancing problem as it essentially prevents the defensive stance of "tower hugging." This also combines with the next possible change.
3) Tower target priority. Currently, the tower will target whichever hostile creep or hero is closest and continue until it is dead. What this means is that melee heroes are at a distinct disadvantage in tower fights as they are closer, have to travel farther in order to approach and retreat from the tower, and have fewer alternative targets for the tower before they have to retreat. Conversely, towers don't change targets until they are dead or out of range, which means a hero just needs to make sure its not close to the tower during a target change and can still go after a straggler hero. What they should do is have target priorities in the following order: target hostile of friendly hero > hostile creeps > hostile hero. This combined with percentage damage would give lower level characters more of a fighting chance against higher level characters.
4) Larger killzone for spawns points. You should not be able to spawn camp in this game. Period. Make the map larger and set the spawn points farther back if you need to.
5) Consider an experience curve. The 1-25 level scale makes for a much more interesting experience in DotA 2 than LoLs 1-18, especially when you can divert a level into a straight up base state boost. That said, it also means that when there is a level gap, it is often much more dramatic (it is not uncommon for there to be a 12-level gap between characters), so I propose scaling experience gains based on the mean level of the other team rather than a set concrete number. You can still murder characters who are substantially lower level than you, but lower level characters can level faster and higher level characters can level slower making games more competitive and engaging.
6) Reexamine some ultimates and consider modifying the more abused ones. Let's get this out of the way: some ultimates are way too imbalanced. Reki's perma-stealth can be gained in one second of non-combat at level 3. Sniper has a maximum 20-second cooldown on an ultimate that has the range of almost a third of the map. I'm not saying you have to nerf their effects, but in terms of balance, some things need to change. Reki's stealth could be upped to 3 seconds and a minimum away from his last attack. Sniper's assassinate cooldown should probably double. These are the two that I most remember.
So this is what I think DotA 2 needs to make the game more balanced. Yes, some of this is straight up taking stuff from LoL, but DotA and LoL are essentially the same game to begin with with different heroes, tile sets, and marginal features. Embrace the similarities (because feature copyrights are much harder to fight in court than others).
So what do you think would help the game get more balanced? Are there any characters you think are "broken" and do you see how they could be fixed?