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3 items tagged with MOBA

Why it is Better to Over-Nerf than Under-Nerf

https://askghostcrawler.tumblr.com/post/168521106958/this-may-go-back-to-your-time-at-blizzard-but-its

balance MOBA

Over-nerfing in MOBAs solves the problem immediately and gives immediate feedback on the results. Under-nerfing leaves the problem running for a long time and doesn't give immediate feedback.

Mitigating complexity and toxicity: A look at League of Legends

https://www.reddit.com/r/gamedesign/comments/kpwtkn/mitigating_complexity_and_toxicity_a_look_at/

MOBA game analysis community

A look at Leage of Legends and how to reduce community toxicity in it, and in MOBAs in general, by changing the game design. Add opportunities to learn rules, make rules self-describing, speed up game, reduce the impact of a single bad player, and more.

Why are character-classes used in game design?

https://gamedev.stackexchange.com/questions/83251/why-are-character-classes-used-in-game-design

RPG JRPG roguelike MOBA balance classes

Benefits of adding classes instead of using a class-less system in your game. They make it easier to balance, they help new players, they can provide class-specific quests or story plot points, and more.