@Fat-Darth-Vapor I was just about to make a post about this lol 15 gb is double the amount of the Azreal update, yet no changes?
Posts made by ViciousCJB
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RE: New update
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RE: Single best feature you guys could add and it would be hella easy...
@I-WORSTPLAYER-I This is a terrible idea. It would be abused.
Here's a much better alternative:
Vote to end the game.
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Azreal's mod don't work
The mod called "Riding High" does not work.
The mod states "self-healing from soul eater is 15% more effective while gliding"
I've tested it in Dojo plenty of times, but I always get the same amount of healing if I didn't have it equipped.
I even tested it with multiple stacks of soul eater, but no change.
15% is alot, so there should be at least a little difference.
Tbh, I don't think any of Azreal's damage mods work either. I've got 21% damage stacked with my mod build, and it takes only 3 hits less to kill someone than without these mods equipped. (4 combos with, 4 combos and 3 hits without)
This is only soul eater stacked with one person. I even tried stacking soul eater with 2 more characters for 4 with the void wave. That's 4% + 4% + 5%= 13% with the Aggro mod plus the 16% from mods Easy Mark and Juiced totalling to 29%.
With all this, it's still taking 4 combos to kill someone. One or 2 of these mods are broken forsure because I should be killing them in 3 combos.
This isn't the only character to have broken mods either, and some of them I can't really test accurately. Gizmo's default damage mod is broken as well just to name one.
The developers should actually test the mods they put out cause it's affecting the quality of matches.
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Gizmo Bouncer Should Affect Enemies
It doesn't make since that Gizmo's bouncer skill only affects teammates. I mean, it's an object that just sits there. Too many times have I been able to block her from using it while running through it until its time runs out.
It's incredibly hard to use it while being comboed too, and almost always ends up being wasted if attempted.
I suggest it bounces enemies away.
Not up in the air, and not even far away. The same distance as Mekko's Surge.
This would give Gizmo some breathing space instead of always relying on being the first to disengage as soon as a melee character makes a beeline for her.
Many enemies would have to make the effort to go around the bouncer to close the gap sooner. Being bounced would cancel any skills they're using.
It would act just like those bumpers in pinball machines lol
What do you guys think? I don't feel it would be an unfair advantage to add this small little feature.
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RE: Buttercup single hit combo exploit
@Rashid7103 I understand what you mean about "awareness" but the only reason an exploit needs to be fixed is because people use it. Your logic is to use it so it can be fixed. That's thinking in circles. If people don't abuse an exploit in the first place, then there's no obligation to fix it.
I'm very curious to know about this game you played with the Devs, and what they had to say about this blatant cheating. That's what it is, Cheating, and your excuse is very poor for using it. Shame on you for continuing to use it knowing it's an exploit. Thankfully you're one of the few people that I've experienced using it, so it's not getting around.
Using it on a controller IS harder than a keyboard, so, not only are you promoting people to cheat, but you're creating an unfair advantage for PC players to use. If I can't replicate as easy on my Xbox, then why should PC players be able to use it? That's straight up favoritism. It would be very shameful and contradicting if the devs encourage cross play but allow their favorite fanbase to have an advantage over the other users. Why would anybody want to support people who think that way?
You've got that alpha mentality where it's ok to exploit games with bugs because it's not finished anyways, so everybody is just gonna use them, but Bleeding Edge has been released. You better keep up with the new changes cause your actions are gonna deter new players from even wanting to play at all.
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RE: Fix this bullshit matchmaking system before it's too late
@St-blackMaster I made a post about this too, but I'm starting to see this from a developer's perspective.
It's probably not easy fixing matchmaking, and like this guy said, "...it's delicate..."
This game, however, is the only kind of MOBA I enjoy, and it's the closest thing I'm gonna get to playing Gigantic.
It's funny how this game works tbh. I've been in games where all is lost, and you're 100% sure the matchmaking screwed you. Then to make things worse, 2 of those new players rage quit, leaving you with a 2v4 match. You've all but completely given up, so you just say "fuck it" and screw around till they win. Maybe try to pick off the team members getting cocky trying to get power ups only to be massacred by their teammates right after you get the kill.
Then you get the 2 new players to que in. All of a sudden your futile attempts at getting any kills turn into captures. Then you continue to gain points until your you're both in the 500s. The enemy team is taken by surprise because your team suddenly got skillful, and they're unable to appropriately counter. You come back beating them by 50 haha
These moments, and the ones where you que in to save the day, are the reasons I love this game. You really don't know what you're gonna get. Like a box of chocolates.
I think instead of level, matchmaking should be determined by time played. The more you've played, the more skilled you are obviously. A level just reflects the amount of xp you earned which varies depending on how well you did in a game and wether you won, which doesn't equate to skill level imo.
People who've played 1 day total get matched up, 2 days get matched up, 3 days ect...
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RE: Buttercup single hit combo exploit
@b4nj4x7581 Yeah I figured it had something to do with mounting.
Is Buttercup the only character that can do this mount
cancelling melee technique? I tried to replicate it with Bastardo, but it didn't work. Haven't got around to trying with Buttercup cause I don't plan to actually use it.Really? I didn't realize this Rashid person was infamous for this.
Hopefully other people can chime in on their own experience with this to get the attention of the devs cause even if it can be parried/dodged, it's not something anybody should be able to do. It increases her DPS to an unintended amount.
Same thing with her yank on Skygarden plummeting people to their deaths.
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Which skills are "silenced?"
For Daemon's sleep, Miko's Stalker and Nid's Ult?
It says special skills, but which one are considered special because some are silenced while others aren't.
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Buttercup single hit combo exploit
Not sure if this is a glitch or bug or just something you can do because of the game mechanics, but I've run into multiple people exploiting it. I've reported them accordingly.
Buttercup will repeatedly spam the first melee of her combo in fast succession. It's like a stutter that can't be parryed cause you're never able to go into soft stun. You might be able to dodge it, but buttercup is already uninterruptible with melee strikes. This is a HIGHLY exploitative move, and should be addressed immediately.
No one on here better call it "technique" either, or you're part of the problem. It's game breaking. Plain and simple.
I'm 100% sure it's not lag either. You can clearly see it's an intended move after it being done to me till death. There's no pushback from the last combo hit, just pure 1 hits with no delays in-between.
Naming the people I witnessed doing it is redundant, but I will drop the name of the last person I saw doing this:
Rashid7103
This is his/her Xbox gamertag. BEWARE.
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RE: Community up(to)date by SultanCat
@Surrtan The board tricks sound exquisite, and I'm excited to see the new games modes!
I feel the knee jerk reaction of characters needing reworking can be fixed with proper tutorials for them. Too often have I seen people not utilizing a character to its full potential due to lack of understanding their play style. This can easily be taught with a simple video laying out the strategies unique to each character. No coding of a new tutorial required. Just some hands on teaching by the pros who made this game.
Ranked is definitely something that should be put on hold until stabilization is aquired, but the state of casual play is frustrating. I hope that when ranked is achieved, the leavers penalty and proper rank matchmaking will be implemented in. You'll have a lot more angry players if 2 pro teams battling in ranked mode struggle cause one of their teammates are a far lower level than them. An inexperienced player messing up their leaderboard rank is not just something they're going to forgive. That's the kind of stuff that needs to stay in casual play.
Those are 2 of the biggest things I personally feel should be addressed, and I'm excited to see new maps, characters, and music. Really hoping for a 4th healer so there can be an all healer match! That would be an interesting game to play!
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RE: Cass swoop distance exploit
@MisfitBanjax None of those characters you mentioned can catch Cass doing this move. Bcups yank is not fast enough, Maeve's cage range is too short, zero's wall is not high enough, EBs launch move would be dodged, Miko's freeze range is too short, but another Cass is the only one that could Chase.
You're giving the skills too much credit, but there are limitations to them.
As for chasing a kill, that's one of the most important things you can do. Especially if you're 550 points on capture, or if you're 45 points on cells. Don't forget kills give you points, and chasing down that Cass or daemon with 20+ cells is game winning.
What will give the team an unfair advantage on cells specifically is this Cass move. How can you Chase her down when she flys across the map and nobody is Cass??
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RE: Proper tutorials
@MisfitBanjax I think you're making too many assumptions about the thought process of players. Idk why you believe that people will act exactly how you think they will act. If one wants to improve, a better tutorial is not a waste of time.
I think you're forgetting that players will stop playing a game they believe it is broken, and they will think that way if they continue to get smashed by veteran players.
A tutorial puts them on even ground. You don't seem to be understanding that point, and you keep bringing up how the developers feel. That's not relevant. Keeping a game fresh with new things like cosmetics is good, but it doesn't mean shit if you look good dying all the time.
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RE: Cass swoop distance exploit
@MisfitBanjax No it's an exploit that needs to be nerfed. Just because you can do, doesn't mean you should be able to. Her swoop doesn't have a long countdown either. Literally nobody would be able to catch her, and that's game breaking. Show me a character that can stop her in her tracks doing this move, and then it can be considered "technique"
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Cass swoop distance exploit
So I just got done playing a game with a level 30 skinned Cass by the gamertag of Karthanaga, and I swear to God I thought they were cheating. The Cass jumped and swooped from the side of hydro map with the single damage power up, you know the 2nd level where the health spawn is, all the way to the first bridge with the flame button.
I reported them for cheating, but decided to try to do it myself.
Turns out if you swoop then basic attack immediately after, you gain crazy momentum, and if you have the 30% swoop distance mod combined with 2 swoops, you can fly across the map no problem.I find this HIGHLY exploitative, for Cass imo is already really over powered. Now players are able to escape any situation. I can already see Casses collecting cells and super jumping across the map when being hunted down for them.
It's an exploit that needs to be fixed immediately before too many people start doing it. I know that by posting this, I'm actually spreading it, but idk how else to bring this to Devs' attention.
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RE: Proper tutorials
@MisfitBanjax it's not about catering to anybody though, I'm suggesting the devs put work into keeping everybody on the same level as far as basic game knowledge goes. Skill level is a whole other thing.
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Proper tutorials
It is apparent to me that new players are suffering from a lack of proper training. Knowing how to play the objective now versus right after completing that joke of a tutorial that we have is such a huge gap in knowledge, it's ridiculous.
Like the tutorial just tells you how to stand on A, B, and C and that the healer should be killed first, but that's it. They don't go into detail about things like:
More captured objectives means more points earned
The number of cells people have are labeled next to their health bar
An incomplete capture means no points are gained (I think)
Preventing enemy team from delivering cells or capturing objectives is just as important as collecting cells/capturing
Game mechanics like soft and hard hitstuns (overpowering one player)
Inaccurate skill descriptions like zero cool's heal beam ineffectiveness through solid objects
Combining ultimates
Countdowns for things like status effects or skills (should be added)
More noticable indicators that your teammate is about to die or enemy in the objective area (should be added)
Actual numbered stats on things like amount of health healed with Mekko's orb surge (200) or how many seconds stuns last (should be added)
The list goes on and on, but none of this stuff is covered. It is expected of us to figure it out for ourselves in DOJO, but I'm willing to bet new players barely even bother with that.
I had to find out that Daemon's Death Mark Ult cancels out sleep and stealth skill. That seems pretty important to describe!
I had to realize that attacking in the air launches them away from you from videos.
I found out some characters have super armor skills like Maeve's life steal or Mekko's Surge.
All this and more is never explained, and for new players, this knowledge can really change the tide of battle for them.
I suggest implementing a far more advanced tutorial explaining all these MAJOR details.
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Matchmaking is a joke
I currently have a total play time of 3 days and 14 hours, but I'm getting grouped up with people who have less than 12 hours.
I understand that new people are joining because the game is growing, but it's not fair to the veteran players who are forced to pair up with them. Even one weak link in the team means failure, and it's an automatic loss when there's 2 inexperienced team members.
I understand that the que times will be messed up if there are more limitations, but I'm here to play a team based strategy, not a ADHD driven Fortnite. I'm more than willing to wait an extra 5-10 minutes for a game if it means I'll be matched with people at my skill level.
I've seen new players dive into a 4v1 situation like it's call of duty double XP weekend.
I've seen new players watch their teammates get blasted from a distance.
I've seen new players who don't even understand the core mechanics of dodging and get comboed to death.
I've seen new players pay literally zero attention to the objectives the entire game.
I've seen new players as healers who have done less than 1,000 healing the whole game.
The list goes on and on, and I keep thinking that it's my fault somehow. Like it's something that I'm doing that making us lose, but then I peek the scoreboard and watch the low numbers all the way across from my teammates and realize that inexperience is to blame.
I'm then forced to wait 10 to 15 minutes because of leavers penalty until finally the enemy team kills enough of my teammates to win the match.
It's a bad joke that never ends, and I'm hoping that somebody, anybody feels the same way I do.
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Makutu and Gizmo rework
Love the daily quest addition, and it really shows that the developers actually care about our opinions
Part of that update asks us how we feel about Makutu, and my only concern with him is his body slam move. Normally, I wouldn't complain about any other characters slam move, but for some reason, his seems too over powered. Not with damage, but because 1) He's an uninterruptable tank and 2) It feels like it's treated as an AOE attack.
I've seen so many people exploit that move over and over and over again, (you know who you are) and it really just needs to be tweaked in some way. Maybe reduce the size of the hitbox or increase the amount of time it takes before he can perform the slam again. Those are just my suggestions, but I'm sure there's a better solution.
As for Gizmo, the only problem I have with her is 2 of her mods. The default mods that give her basic attack damage +7.5% and Sucka skill +15% are basically useless.
I tested them out in the dojo and found absolutely no increase in damage for either attacks even on the most spongiest character Daemon. With or without Sucka mod, it takes away 1 block of health. With or without basic attack mod, it takes 7 or 8 individual shots to chip away 1 health block.
I even timed how long it takes to kill Daemon at full speed gun rotation, and the difference is maybe 1 second less with the mod.
I like to make damage or Defense based builds with my characters, so this was very disappointing to discover. I don't know if it's a glitch or not, but if not, I think the damage needs to be increased for these mods to make more of a difference.
What are your thoughts, players and developers?
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RE: This game needs more aiming/skill requirement
@ShadoWawker Eliminating lock on is not a good idea. Like these people have said, it's what makes this game different. I think you just need some tips on how to avoid ranged characters. Try this:
When you're being chased by Maeve or Cass, or Gizmo, or Mekko, or even Kulev, try hugging the wall around corners. If you break their line of fire, they can't shoot through walls.
Use jump pads to break line of fire, then quickly jump back down. Repeat. This method is also wonderful for escaping melee characters. They can't attack you from a different level, so just treat it like a game of tag. Eventually, they'll leave you alone if you avoid them long enough. I've seen it.
If there is a pillar like in Aquaducts near the health spawn, play ring around the rosy with them. It's so funny watching them yet try to catch you haha
Most importantly though, the first thing you should do is always stay out of their range. That means anticipating their approach towards you BEFORE they get you in range. It you always wait till they attack you first before you start playing defensively, they're always going to get the drop on you.
Last thing, escaping as Daemon from ranged characters is tricky. Using stealth doesn't always guarantee an escape if you move in the same direction. You gotta like dodge first then stealth in the opposite direction. If you find yourself with a wasted stealth, you better start running towards a wall haha