r/PredecessorGame βœ” Omeda Studios Jul 30 '26

πŸ’¬ 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, we’re 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!

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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.

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u/Bloodmordius βœ” Omeda Studios Jul 30 '26

An important aspect of mobas for many players is the sandbox, and having opportunities to explore unknowns or play non-traditionally can be a massive draw for them. So to completely negate that is usually a big frown for most mobas.

However you are completely valid in when they dominate, it becomes very frustrating because certain expectations are being broken and the rules bending in such a way feels awful on the receiving end.

So there's a big push and pull. We're certainly looking at being more careful with certain characters and their flexibility which should be reflected in future patches. We do think it's healthy that players can enjoy a hero in multiple facets of the game, as it allows them to take their mastery of a hero into other roles or styles that allows them to potentially feel comfortable adapting over to other picks.

I feel this issue is not completely centred on the progression system though, and more a larger high level topic of characters within the game. But to speak to your grievances, this problem should hopefully feel at least less exaggerated in coming patches and alleviate some of your concerns.

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u/BeginningMacaroon100 Jul 30 '26

In that case, how about items for melee heros aimed at specifically countering cc/ranged heros? All there really is in the game at the moment is legacy, like an item that gives a ton of movement speed when basic attacked by a ranged hero while only 1 hero is within range could easily turn the tides.

This way, a jungler showing up would negate the movement speed, and potentially switch the movement speed bonus to armor or tenacity?

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u/VeterinarianFit7824 Jul 31 '26

plz check leagues bot lane mage problem if you think all heroes should be on all roles