

The team didn’t feel that it was a clear enough win due to some design concerns which we will discuss later, and due to how controversial the changes have been overall. We had recently made the decision to pull out all of the Tower aggro changes, and our recent playtests have had them removed in preparation for the next Anomaly. Let’s talk about how we feel about where things currently stand. It’s all related, and we believe that games become great works of art when things feel like they’re all working together in a cohesive and awesome way. It’s why we spend a lot of time and effort on high quality visual effects, sound effects, models, animations, and creating counter-play through proper design. It’s important when playing games that they “feel” right, and when they don’t it can be a big deterrent to player enjoyment. We want to also point out that while the first point may not seem like much, it is a fairly big deal, and was the initial primary motivator for changing Tower aggro. Before this change, the defending team’s counter-play was to try to cast AoE abilities on enemy Minions so that they would die, effectively enabling their Towers to target the diving Heroes and protect them.

We wanted to create more interesting back and forth gameplay between Heroes in both Tower diving and town defense situations. We have heard lots of feedback over the years that it’s frustrating that Towers will prioritize a nearby minion while an allied Hero is being attacked, and that this felt unintuitive, resulting in players being upset with their own structures for not helping them out. We wanted players to feel like their Towers were “smart” about how they tried to protect members of their team.

We think a good place to start is with what our goals were when we changed the Tower Aggro system. This article will be focused solely on the more controversial changes that were made to Towers, Forts, and Keeps in regards to how they interact with enemy Heroes. We believe they give our maps a unique flavor and they add some cool moments to games. We’re looking for feedback, and we wanted to take the time to give you some heavy insight into our thoughts, so strap yourselves in, this is going to be a doozy!įirstly, we have already decided that we like what the changes to the Kings Core have brought to our game, and we want to keep those. The Heroes Design team has been hard at work on our next seasonal content, including deciding what to do with the Call for Help Nexus Anomaly.
