You know how every other MOBA has hybrid scalings on most gods? Well, this is another way to add another dimension of balance.
For example, Xbalanque. His Rising Jaguar is stuck in a design trap. One way to fix it is to alter his design, but the other is hybridizing.
For example, give it 60% magical power scaling, and maybe add 20/10% scalings on his Poison Darts (dart damage/per tick). Boom. Now Xbal can be a viable mid mage, without affecting his performance as an ADC.
This isn't just me saying that it'd be cool to have more roles. These kind of scalings could also make it easier to balance some gods.
Let's say you want Artemis' poke to be more useful, without making it overpowered, while making it deal decent damage but still falling off. So make it deal magical damage. Early game, it'll hit hard. But as Art starts building physical ADC items, it'll start falling off due to the lack of penetration and whatnot.
I think they should maybe add a few hybrids in time, but I do not want them to make everyone like that. The physical gods dealing physical damage with skills is kind of a "Smite" thing and going away from that would IMO take away some of the stuff that makes the game stand out :P
I remember when Cupid had magical scaling, good times :P
And Freya with Demonic and Deathbringer x)
I think they should maybe add a few hybrids in time, but I do not want them to make everyone like that. The physical gods dealing physical damage with skills is kind of a "Smite" thing and going away from that would IMO take away some of the stuff that makes the game stand out :P
You said that in other Mobas physical champions don't do physical damage. word.
I really don't know, man. Hybrid Damage means more problems for Defense Building, plus, did you remember when Freya had both Magical and Physical damage scaling? It was way stupid.
But yeah, I think it's better to stay away from that. For instance, when I play on my smurf on League of Legends, everytime there is a free week with Katarina, people tend to build her as a Physical Damage dealer. Now, let's think about the following: Sobek looks to be Physical, but is Magical. Newbies will build him as a Physical damage dealer, and will be unsucessful.
Even though it opens different and interesting build paths( AD Ra was a thing), this will make the game too complicate for newcomers, in my opinion, of course.
Oh the days of getting DeathBringer on a mage. *Starts Tearing Up*
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Now, let's think about the following: Sobek looks to be Physical, but is Magical. Newbies will build him as a Physical damage dealer, and will be unsucessful.
My worst games with ([Sobek]) have been trying to build damage, obv. He is a tank, and does a bit better with a full tank build, but i honestly dont understand how you can't see him as a bigger threat/more viable being built AS/AD, his kit obv. Wouldnt scale, but half DMG half tank seems like he would be more of a threat, i seemed to land more auto attacks waiting for CDs, and this is my main reason for this logic. Also, when he was built full damage, none of his skills hit any harder than a tennis ball to the chest, with AD the skills would be as useful, only the damage output would be there thanks to auto attacks and being in players faces as a tank.
Not every moba has that kind of scaling, Dota for instance has strength/agility/intelligence and every god's main attribute is one of the 3. For str. you get hp+hp regen, agi. is attack speed+armor (physical protection) and int. is mana+mana regen. You will get the bonuses of each attribute, but you will only gain damage for your main one, but next to that you can also purchase static attack speed, hp, armor, ect. So that works out in dota :p.
Anyways, I do not see the need of over complicating things like LoL does, that is just my opinion tho.
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