I thought for sure 100% there would be competitive mode on launch. Holy I was surprised to open the game and when I press fight it immediately queues me. Yikes. This games lasting appeal will be 2 weeks max without a rated competitive system. There's no point to play other than a few cosmetics. A game like this thrives on competition. I'm kind of scared that I have to post this in the first place tbh
Posts made by xBobbyWave
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COMPETITIVE MODE
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RE: El Bastardo how?
There are mods that you can use to play him more defensively. His shield ability gives him more shield per enemy player near him.
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Group Leader
I've been playing the beta with my friends and we all have to leave the game seperately. Instead the group leader should be the one controlling when the group leaves. It's just a more fluid way to do the grouping so we don't have to yell at each individual person to leave the game after its done.
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RE: UNBALANCED GAME - 3
Your issue with the power cell mode is that your teams aren't helping you kill the person carrying the power cells? Sounds like a problem with your teams to me. The game is in beta - and people don't exactly know what is the best thing to do when and where. It takes time. I actually really love the power cell game mode changes. Less hp on each cell and 3 per group instead of 4 has made the game feel infinitely times more fluid to me personally. I've been enjoying the less down time between team fights. Props to the devs for improving on their game mode rather than scratching it.
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RE: Unbalanced game - 1
I think you're wrong. I think the characters are plenty tanky. Assuming you're playing Gizmo because of your avatar - Gizmo is a glass cannon so to speak. She does a lot of damage when reved up but is quite susceptible to being jumped on by someone like Daemon.
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Ultimate Charge?
I feel like ultimate charge should partially go up due to how you're performing in this kind of game-genre. the team based ability fighters. Basically, as you heal and deal damage you gain ult charge from that. Right now it seems as though (i could be wrong) that ultimate is just on cooldown, and if there is a daemon vs a daemon they will both ahve their ults at the same time no matter what has happened in the game thus far. I think this adds an extra layer of skill where you're aactively doing things and performing well - and in return you get your ultimate quicker(based off your damage and healing %'s). Yes its similar to the other team based ability games but I think its a good system for something like this.
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RE: Evade Charges amount (3 to 2)
@Miketrax That's not even the main point of the post.... It was just a side note but okay. Thanks I guess? I'm aware but when it's the collection one it's pretty important for a character to be possible to catch when they have 25 cells over the course of the game.
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RE: Evade Charges amount (3 to 2)
If she's willing to fight sure, if not you can't even come close to her mobility with the auto increase in move speed. Every gap closer you use she can use her own and make just as much distance.
In other words if the Cass is bad she can die.
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RE: Surprised by support pick rate
I think as long as the supports are kept viable and entertaining it shouldn't be too hard to get people to play them. I really Miko (spear girl) because she's a fun combat support that fights but also heals a good amount. I want to see more supports like this I think it'll keep them played as frequently as possible. Kulev (the snake) is very similar in the sense that he puts his ward up and fights with his team. Not just pocket healing people like other ability based games. (except Zero Cool but it's good to have a support like him also that pockets)
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Evade Charges amount (3 to 2)
I think with 3 charges you're given many chances for mistakes - you get into a combo, you dash out, somebody uses a mobility skill back to you, they dash out, you dash towards them and combo again, they dash out. and by this time at LEAST one charge has come back - depending on how well you're evading maybe even more. I think reducing the amount of dashes from 3 to 2 will make the gameplay more critical towards mistakes and less spammy on the evade button.
That being said I've seen a lot of people complaining that they can't catch people but I have no problems chasing people down as long as i force their first dash out before mine. (Except Cass her mobility is insane, she does not die)
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Jump Pads
The jump pads should have a cooldown(maybe a short 5 seconds?), the aerial combat is very weak and basically non existent. I've seen a few players abuse the jump pads while low health and just jump up and down them constantly making it close to impossible to touch them unless you're playing one of the auto tracking ranged characters.
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RE: Combos
I agree with making the combo system a tid bit more complicated. As @JakeSauce-A1 said even just a light/heavy attack system which is just 1 more button would make its enjoyment value and skill cap both significantly better
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RE: Daemon Contest Point While Invis
Solutions.
Damon can remain invisible, but is revealed on the mini-map.
Damon can remain invisible while the capture is neutral.
Damon can remain invisible while capturing the point, but is revealed someone gets too close.
Damon remains "invisible" on the point, but players can see a transparent online of his character.
Damon cannot capture point while invisible.These are great suggestions, and they sound like they would all fix the issue. Thank you for listing these as options.
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RE: Changes to Hoverboard
I disagree with this completely, being able to mount while moving will allow people to just endlessly run away - and if you don't dismount people on hit, how do you ever catch them?
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Game Mode - Power Collection
The Power Collection game mode is currently set up so terribly. I dread every single time I get this mode instead of control point. Currently everybody either plays team deathmatch style (yes, this is a beta so its a bit to be expected people are just trying to have fun beating each others' asses) or collection where they run around the map all game long never fighting with Cass. If Cass wants to run away all day and not die, she does. This ruins the game for both teams because then her team is left 3v4 to fight and losses every fight, and the team attempting to catch the power collector can never catch them because they don't want to be caught (again this is the worst with Cass as she automatically speeds, has super jumps, mobility skills, etc.).
This isn't the only problem with this mode however - often times there just aren't any team fights because of the way the game practically makes you split up and collect cells. I'm assuming the premise of this is supposed to be a team-fight based ability combat arena fighting game. Similar to Overwatch/Paladins but not FPS more brawl (I'm not comparing and contrasting). From experience of those games when it comes to something like this - the game is MUCH more enjoyable when you get a team fight going and you have to co-ordinate well as a team to focus targets and protect your team mates from incoming attacks (peeling). This game mode does the exact opposite of create team fights - it makes you run around for 2 minute doing nothing to meet for POSSIBLY one team fight when the capture phase starts, which most people with cells refuse to fight anyways and they continue running around the map until they get a chance to ninja cap. This is stale, god awful boring gameplay. I really like this game too, I've been playing it all weekend i currently have 10 hours locked in. So please don't just take this as a hate complaint. I want to see the game mode improved upon or replaced though because I think in its current state it takes away from the game. I play with 3 of my friends and they all agree they don't like this mode and every time we queue we pray for control point.
My THIRD and final point as of now against this mode is that TOO many power cells spawn. You spend so much time gathering and not enough time actually fighting people. I would suggest instead of these groups of 4 make just 1 power cell per "group"(its a singular) and just make it tankier (more HP!). Currently the 4 power cells benefits people with aoe abilities much more as well which IMO is unfair that someone can do OBJECTIVES faster. I play El Bastardo and I clear out every((all 4) power cell in 2 seconds where as people sit there for 10 seconds smacking away at them. Also create less spawns on these cells because sometimes there's 4 sometimes there's 5 or 6. If there were let's say 3 of a singular cell and the max score was 10 (at this point kills would have to not give you a point) people would contest them much more frequently and you'd be inclined to fight for them rather than running around for other power cells. The thing is IN MY OPINION you want to get to the action as fast as possible in a game like this. Thank you I apologize that this is really long and not separated into sections per point.
TL;DR - Power Collection mode is boring and stale, you don't spend enough time fighting. Find a way to make people team fight more often and run around less doing nothing.
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RE: Please improve the parry mechanic
The parry should have a bigger time frame to parry. A buff to it. I agree with this that it needs changed. I've been playing this all weekend and I've only seen 1 successful parry - I don't even attempt you'll take way more damage than you'll save yourself with the 2 or 3 frames the game allows the parry. it took me like 15 attempts at basically perfect timing the tutorial to hit the 3 I needed. At that point I knew it would be a useless mechanic because it's so difficult to pull off.
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Daemon Contest Point While Invis
Daemon is able to contest and capture points while invisible - I know he can be hit out of it but it seems ridiculous that you can contest while invisible in the first place.
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Play of the Game
Title says it all, make a play of the game more like Overwatch and Paladins rather than having the "final play" of people just standing around or walking in circles. It's boring - it's never been good like that on any game except for rainbow 6 siege.
I think the way this is balanced in most games is a balance between kills, damage (for a game like this), and environmental kills (these kills counting for significantly more) and whichever has the highest score gets it. I have no idea how this actually works or how one would make a system like this but people already have - it shouldn't be that hard to do something similar