Would you say that you guys maybe put a little too much emphasis on thematics over actual gameplay? I feel like many decisions put into god kits have become instantly frustrating but easily avoidable from a design standpoint. Like you said Heimdallr originally had a tremble, which immediately sounds like a terrible idea that should have never been considered. Other examples are Tsukuyomi having a true damage basic attack, Baba Yaga's RNG on her 1, and Persephone's old and new passives.
Like all of those sound cool from a lore and thematic standpoint, but when considering gameplay they all sound like terrible ideas on paper for the playerbase to experience.
Possibly, but it also helps us push to explore territory that can provide unique gameplay. With pure focus on Gameplay it can be easy to not explore more dangerous ideas or just immediately dismiss them; but often you would miss out on the insight of both what options to explore once you commit to an idea but future lessons for gods.
3/4 of your examples I would say show this pretty well works. Pushing how "disorienting" we can make his horn was a relatively low risk exercise on our part that wouldn't break the characters theme if it was not there and had some potential payoff that is could have bolstered his theme some and potentially provided unique gameplay. It was tested as a known higher risk aspect but it was a pretty easy thing to try out, iterate on, and discard if it didn't feel like an add.
Tsukuyomi's Basic Attacks is similar. It had the potential to double down on his theme and reinforce his precise and calculating demeanor and the pointedness of the ab...
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