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submitted by saZeN0y to u/saZeN0y

10 biggest problems with Paragon that if solved can make this the greatest MOBA of our time

Hello, everyone. I'm from Brazilian Community, I love the game and I've been here since Early Access investing my time in Paragon and competing in my community, if this matters to anyone, I'm a diamond elo player despite playing with 160 ping. In the past I worked with the Community of two games made by Innogames and I would like to share my opinion about how Epic could make the game better, make it grows and gather more public
The 10 biggest problems affecting competitiveness in Paragon:
1 - Map Size: A small map makes rotations much easier to perform, making the game less strategic and less punitive for wrong choices. Reveal your position specially for the jungler is not a big issue because you can cross the map in about 10 seconds. It impcats the ward system so bad that they had to set a strong limitation to their use, also teleport itens lose a lot of potential.
2 - Offlane System: In this system there is two critical points, the first is putting a player against 2 opponents, his game loses a lot o complexity, he can't last hit normally like a midlaner for example, because it is too dangerous, different match-ups don't mean much, 1x2 will never be advantageous on early game, also this player is limited to play passively in the first minutes at least. Im sum, his game in the lane phase is just about survival. On the other hand, since there is no 2x2 between Carriers and Supports, the beginning of the game is very poor, basically the Support tries to poke the enemy to deny farm. This is also makes lane phase much shorter than it should, impacting the pace of the game very negatively and creates another problem: jungler presence much more impatcful than it should be, you don't need much effort and strategy to win a 3x1 fight. This system takes away much of the splendor of the game, of the dynamics at the beginning of matches, of the complexity and competitiveness of match-up choices.
3 - Towers and Inhibitors: The low damage of the towers basically means that performing a dive does not require any planning, it is not necessary to lose more than 2 seconds thinking if making a dive is worth or not. Also, inhibitors that never respawn is a big issue, they should come back with time, something around 7~8 minutes, Super Minions could be stronger and I have this idea that inhibitors don't really need to fully respawn, there could be a different form for them like a simple structure that is there only to do it's role as a inhibitor (denying Super-Minions and Protecting the Core), it does not need to deal damage anymore, the first inhibitors could be as they are today (working like towers) and respawned inhibitors like the crystal we had before but no damage for those inside its area. The Core is another issue, you guys could do something similar to League of Legends where the Core itself does not deal any damage but there is two towers protecting it, the backdoor mechanic is a great thing if balanced.
4 - Green Buff, Black Buff and River Buffs: As if the low damage of the towers was not enough, Green Orb give you a shield and also deals a considerable amount of damage on early game. That means doing a dive without planning is not only easy but also encouraged. Black-Buff that causes a small slow is interesting, but the "Hunter's Sight" is a little too much, calculate the risk of having hidden enemies in an engagement should be something done by the players and not a free information given by a buff. With River Buffs, generally midlaners and junglers don't need to effectively expend mana and they also provide unnecessary advantages that aim to further facilitate rotations, blue orb is very impatcful and purple orb is in most cases determinant (usually invisibility effects in MOBAs have short duration and they are limited to assassins, in Paragon it lasts much longer and is available to anyone), orange and red orb to add damage (these two are more acceptable, but River Buffs in general appear too often)
5 - Crowd control: The duration of effects are extremely high, area stuns that last from 2 to 3.5s, knock-ups abilities that also stun targets afterwards, blind effect is also very long, another issue is that when stunned, you are unable to use the cards that would nulify the stun. Large area stuns in my opinion should not exist, they are very unhealthy and frustating. These things makes Hard Crowd Control too effective, and no strategic at all, your only concern is to hit your stun and deal damage, it usually means death. New options could have been added, such as Taunt, Charm, Poison, Knock-Away, etc.
6 - Card System: Perhaps the worst element of the game today. Extremely powerful and easily obtained effects that end up overshadowing the heroes. Aura effects that require no action from the wearer, extremely punitive for any enemy that is simply in range, cards that stack power and life over time, absurd regenerations, many cards that look more like an authorized form of cheating like Possessed Spry-kin, Shadow Dancer, Awaken Emeric, Red Zone, among others. Intelligence, Planning and Strategy are not required in this system The system is limited to 12 cards decks and only 3 can be equipped together, which virtually corrects any mistake in creating builds since all cards are extremely impactful, items should be tools and not the stars of the game. Such a limited system also created another problem, the damage scale of the heroes had to be completely redone to suit and the result is not one of the best, this idea of ​​balance everything over attack speed does not work very well. Gems are positive, however, attribute points don't make sense, I believe gems should be less impacting and they should work since the start of the match, gems from level 1 and 7 are good examples. Without attribute points, we solve another problem: purchase of items directly from the game field, which is bad for competitiveness and also for the Control System, it's very bureaucratic, cards should simply cost gold.
7 - Drafting System and Matchmaking: Draft is basically about choosing your own hero, there are no hero bans and mirror picks are still possible. A function that allows you to change your pick with another player also does not exist, which allows your opponent to easily create strategies to counter the first pick. In short, it lacks depth and complexity to the Draft. Matchmaking is so wrong I feel I don't need to explain much here, but I think a good idea would be allow only solo/duo parties, at least for now.
8 - Last Hit: One of the recent changes that hurt one of the most characteristic mechanics of a MOBA. As announced, this change was meant to make players focus more on other things, assuming players are unable to perform more than one action at a time. This greatly affects the economy of the game, the control of route and the time of revolutions. I truly believe that this change needs to be urgently reviewed.
9 - Wards: As the map is small, having many wards is not something positive. However, limiting the use of wards is much more a problem than a solution. Limiting macro-play strategies makes the game even less competitive. Fighting for vision control is an essential part of any MOBA.
10 - Damage Scale and Regeneration: The idea today is to balance things around attack speed, this idea besides limiting a huge variety of builds, is not visually appealing and is also very difficult to reach a good balance. In other hand, we have many effects that add a lot of regeneration, both life and mana, maybe the best option is to readjust all this and perform a rework on some abilities like Phase and Narbash, maybe replace with minor instant healings instead of great regenerations.
Solutions: Create a larger map/enlarge Monolith, in general is very small and River is too narrow
Remodel the card system so that it is less limiting, less impactful and removing any effect that directly affects the basic rules of the game (Awaken the Emeric, for example), all with the intention give back the importance Heroes deserve
Removal of the Offlane/Safelane System
Rework Matchmaking System
Removal attribute points and off-base purchases
Less powerful and more balanced gems set
Adjust mana pool and mana cost of all abilities
Reduce the amount of high regeneration effects
Add more features to Draft, hero ban, picks change between players and no more mirror picks
Adjustment in damage scale
Rework on the minions and removal of the new last hitting system
Rework of the jungle minions (some can give more gold and others more experience, rework of the effects of Black and Green Buff)
River Minions Removal or Rework
Towers Rework
Reduce the duration of crowd control effects (stuns mostly), removal of large area stuns and possibility of counter better these effects
Smaller Radius for Wards
More entrances and exists for the jungle
Sell heroes instead of skin recolors (This is not straight related to competitiveness, but when accounts are valuable, players avoid toxic behaviour, but of course, heroes should not be buyable with coins only, and keep making new skins)
All Cards and Gems should be available to any account
More skillshots to heroes abilities sets, that thing we had on Legacy that every hero had a passive ability and 4 other abilities was great, they made heroes more unique, you should consider do something like that again
Paragon is a MOBA and people expect it to be a competitive game, it needs to be complex and a bit difficult to master. People like this sense of progress in learning the game, I feel the game is so unbalanced we have been through so many great changes that we got lost along the way, Paragon needs to go back to the right track with a solid pace again.
submitted by Azestatem to paragon