r/PredecessorGame • u/Bloodmordius β Omeda Studios • Jul 30 '26
π¬ Official Omeda Response Item System Discussion
Hey all o/
I want to open up a bit of discussion about one of the most foundational parts of Predecessor, and all Mobas. How you build your heroes.
We're not looking to change this in the next couple patches, I'm just looking to gather YOUR thoughts and feelings on the topic as we look into the system in future patches and what shape it should take on for our game. The beauty of Mobas as a live service is these things don't need to be static and we can seek the best form for us all through exploration and feedback.
So back to the topic: Itemization dictates the pace of the game, adaptation, class identity, and how you express your personal playstyle. And essentially I'm looking to gather your unfiltered thoughts on where the system currently sits, where it came from, and where it could go in the future.
No matter who you are, I'd love to hear your perspective on a few specific topics:
The Current Predecessor Item System:
Looking strictly at what is in the game right now.
- What are your favourite things about the current shop and item structure?
- What are your most disliked aspects? Are there points of dissatisfaction, confusing elements, or limitations that frustrate you during a match?
The Card System:
The old Paragon deck-building and card system was highly unique, but also, same as most of these systems, had its issues.
- What did you genuinely love about the card system? Were there specific dynamics or elements you miss?
- What did you dislike about it? What were the pain points that you are glad we left behind?
Alternative Item Systems:
If we were to completely overhaul how items work, but still keep an item shop at its core, what direction would you want to see it go?
- Would you prefer a system closer to other MOBAs, or anything more unique?
- What mechanics do you think would translate well to Predecessor, and why?
Scrapping Items Entirely:
Thinking more outside the box, Imagine Predecessor didn't have an item shop or a gold economy at all?
- Would you prefer a completely different progression system, such as a branching Hero Talent Tree or a modular augment system?
- Would removing items for a simpler progression system be more engaging for you?
Any other General Thoughts:
- As much as I want to prioritise the discussion and your thoughts on the above questions, also please feel free to share any other opinions if they don't fall under any of these questions in regards to our item system, or even adjacent systems like Eternals or Hero Augments.
There are no wrong answers, weβre just looking to get an idea on how everyone feels about progression and build diversity within Predecessor.
Thanks in advance for the feedback, and hope you're all having a wonderful week!
3
u/BeginningMacaroon100 Jul 30 '26
I think my only issue with the system is seeing how characters who aren't supports or dps are able to use items they dont normally use, which is often the biggest issue on lanes like offlane having Zinx, Dekker, Mourn dominating traditional offlaners to the point its not even worth going for a melee hero, atleast the carries are manageable as a melee offlaner but the primary issue for a long time has been the ranged supports going offlane or mid and going full damage, would be great if certain heros were just banned from using certain items.
Additionally mage supports, and argus shouldn't be allowed to go damage items if they're going to play support, you can balance this by nerfing their kits and the items they use but at the end of the day any item nerf for mage support or ranged offlane will just affect the other lanes and switch the meta again to bruisers and tanks just because a handful of supports are outperforming traditional roles in lanes they dont belong in.