#longer matches and 2 beaters

23 messages · Page 1 of 1 (latest)

little falcon
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Two beaters would be awful without a full role overhaul to make one practically worthless

boreal fog
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If one beater can consistently knock people off their broom, imagine one focused on stealing the other teams bludger, and both launching their bludgers staggered to hit the same person, sure they can dodge one, but the second one would hit. And both can tackle as well, doing around 5 damage a hit, I think. Seekers, chasers, keepers all wouldn't stand a chance. Beaters could tackle the first or second and then dodge the other, but it would be very unfun taking a dirt nap for at least half the game, with minimal counterplay for the team with worse beaters.
And that's not counting the fact that they could yoyo their own bludger, shoot and it at a target, other beater summons, potentially hitting the same target again with the summon, then launching it nearly instantly back and forth.

strong vector
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One beater can already keep 2-4 people eliminated fairly easily

olive holly
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Chasers and keeper just need dodge charges instead of just 1 dodge per x time... Its kinda insane we DONT have dodge charges (max 3or something)... That fixes all of these problems.

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Lower the floor, raise the ceiling

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Beater is too strong but doesn't need a nerf.. need to buff the opposition with dodge charges imo

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then you have have the extra beater convo

little falcon
# olive holly Chasers and keeper just need dodge charges instead of just 1 dodge per x time......

Which would make a Beater practically worthless like I said, except of course for the ones who can already whack people even when they have a dodge. It already takes a fair amount of skill to consistently down half the enemy team when the opposition know how to play defensively, and particularly if your own Beater does their job of defending properly. I stand by the point you'd need a full overhaul of the role to make two work without either being insanely oppressive, or leaving half the beaters sucking their thumbs waiting for the bludgers to be useable again.

olive holly
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worthless is a crazy word to use

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beater is strong rn

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simple

little falcon
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Beater is good right now, it's not like it's broken. Throwing in a second would be wild, and making people even more evasive would be equally wild the other direction. They don't necessarily even out though- More evasive than people currently are, and you have good odds of nobody ever getting knocked out at all

olive holly
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dodging much more difficult and restricted than tapping to hit someone as they pass you. 2 beaters and 2 charge dodge makes sense and allows for lower floor and higher ceiling gameplay

little falcon
boreal fog
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From playing beater, I've seen a few things that I think are a little silly, like how well the bludger locks onto keepers that keep moving around (but then again all they have to do is a instant kick and they don't get hurt). But on the flip side, locking onto someone and throwing the bludger isn't an instant hit, sometimes they don't even need to dodge, say you lock on and throw it at them right as they are passing you.
Beaters are in an okay space, but chasers have a bigger tackle hitbox to do a little under half damage (if both are fully speced into tackle damage). Beaters can NOT use playcaller rings to get boost gage back, so chasers have that advantage over beaters as well. So... it feels like chasers are more tuned to easily do damage than beaters.
But the real main role of beater isn't elimination, it's to disrupt. Someone has the ball, throw a bludger, you aren't going to get the hit most of the time, BUT you force them to slow down. Giving your team the extra little distance to get the tackle. Or your team has the ball, and there's a chaser about to tackle your chaser, throw the bludger and they either dodge and slow down, OR they get hit and slow down, either way they aren't on your chaser any more.

There are things that could use slight changes, but giving more dodges isn't the right move... Even if you change the dodge to move less distance (fun fact, broom stats change how far you dodge). There's NDA but... well I think the way the game is currently is just fine with how dodges work and how beaters work.

We don't need 2 beaters, but I'm completely fine with custom games that can let there be 7 players per team, and give everyone who wants to experience that uncomfortable game to be able to experience it (good lord would I hate to be seeker in those games).

vale cargo
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You can talk in circles about it but the chaos will get organized and will promote team play

boreal fog
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I mean if you read the wall of text I posted above this, elims aren't the goal of a beater at high level, it's disruption.

ivory spade
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a small disruption is enough to turn the tides in most roles as he said. elims are definitely a lot harder at higher levels but there are definitely ways that people are learning to still get them

strong vector
little falcon
vale cargo
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you spectator today boii