#Inequity of Skin Development & Release

7 messages · Page 1 of 1 (latest)

honest maple
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While I am thankful for Omeda’s Visual Design Team, it is my belief that before developing and releasing higher rarity skins for Heroes which already have an Epic or Legendary skin, they should instead put that effort towards ensuring that players who enjoy a wide variety of heroes offered in this MOBA have an equitable experience in terms of quality of gameplay between heroes.

For example, if one chooses to play as Morigesh using her Northern Mystic skin which changes her appearance, VFX, SFX, and backing animation, and then chooses to play as Sevarog using his Angelic skin which slightly changes his appearance (only his head and weapon), they are left feeling a sense of desire that they cannot fulfill.

This was prompted by the release of yet another skin for Gideon whilst Heroes such as Drongo, Muriel, and The Fey are left without.

Please feel free to share your response to my stance or share your own. (Please limit responses to discussion concerning visual design and not anything to do with balancing, gameplay, etc.)

TL;DR⬇️
Please release Epic/Legendary skins for Heroes without them before giving more to Heroes with at least one of either.

paper token
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Mourn gets a skin. This is good. I mean I ain't paying for it but good for him. 🌲

If you're excluding "variants" (recolors) for requiring minimal development time it's important to note that there are a number of skins which at a glance may appear to be unique but are actually variants of other skins. Obvious ones such as Countess Red Hex and Purple Hex skins being clear recolors having the same design despite occupying different slots. Or Kwang's Redeemer skin and Maskless Redeemer skin being nearly identical but not overlapping. Then there less obvious variants such as the opal skins (which you forgot to include) like Sunforged Serath seeming at first to be a wholely unique skin but is actually the Shadow ops skin with a different helmet and shoulders.

Then there are of course the skins simply taken from other games. Primarily from Paragon obviously but the most recent of which Franken Steel came from Overprime.

paper token
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Practically though this disparity in the number of skins comes from what you might call a profitability bias. The monetization model is not designed to make all players happy. It's designed to make big spenders happy. What characters get new skins depends on the popularity of the character and how many people buy the character's existing skins.

fallow wyvern
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Meh this is normal in games they gonna make what sells they are just skins and even the ones that get less will get good ones when the time comes.

twin thicket
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This is every game ever. Take Smite that has like 20 skins for Neith or NuWa but only 2 for Fafnir (hero that's been in the game for 4 years at that point). Simple - popularity and complexity of making a skin for two models (dwarf and dragon). And we are talking about a game that was about 10 years in full release with much larger studio. Also they acquired a bunch of Overprime assets so you'll see all those skins slowly trickle in and I believe you have Fey and Gadget there soon 🙂

paper token
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Please just not this skin.

forest meteor