#Time to Kill
1 messages · Page 1 of 1 (latest)
I fully agree on this sentiment!
I am going to say time to kill is in the right direction and we need to find a sweet spot but the important point of TTK is all about punishing mistakes. If ttk is too long mistakes aren't punished as hard as they should be. If its too short squishies become impossibly hard to play. I think right now we are close to that sweet spot.
TTK is important to be at that sweet spot to enforce the game being played like a MOBA rather then a brawler/shooter. There is other mistakes being made with how we are changing to achieve this TTK but the point of this post is TTK and tbh it is taking the game in the direction of making this game a true MOBA which I love.
Overchases are now heavily punished. Misposition on carries is uber punished. Its all about punishing mistakes and proper positioning please keep closer to this TTK while fixing hero design issues.
to be honest even though balance is whack atm most of the time I feel like my death is my misplay which is way better!
I dont agree at all.
The problem is right now that a stun kills you in most cases as a squishy. In order to farm, which is the main way to get gold, you need to be in range of minions. When you are in range of minions, you are AUTOMATICALLY in range of an enemy stun. There is no way to play this game without putting you in danger. You cant „position“ yourself in a way you can avoid enemy contact. This is not possible.
that being said, the TTK is way too short. it was too short on 1.11 and now its WAY too short. You die out of 1 stun. so the gameplay is just „who hits his stun + oneshot combo first?“
There is no skill expression, no outplay potential, no map using like evading or trying to escape over walls.
80% or more of the playerbase hate the fast time to kill. People are saying „its a moba, you have to get punished for bad positioning“, yeah but bad positioning is just being in range of whatever atm. its not that I ran into 5 people and die.
80% of the playerbase want to have meaningful, actionpacked longer fights where you use your skill rotations more than 1 time.
look at reddit. look at this feedback discord or even under my youtube videos. people are quiting the game. Most of my viewers are complaining about how quick they die.
its just NOT FUN. and whats the purpose of a game when its not fun anymore? people will just play something else or switch to deadlock as they are doing now. Deadlock is a so called „moba“ too, they even have headshot and guess what. you dont die in 1 sec in this game.
Im an active content creator for pred since pred started, Ive NEVER seen a single post on any platform where someone asked for shorter TTK, but Ive seen like 50-100 posts feom people who are complaining about too short TTK. even if a hand full „moba please punish my positioning“ people are fine with shorter ttk, the MAJORITY doesnt want that. the game cant grow if they developmit further in a direction most of the playerbase doesnt want. thats a fact.
When you are talking about being in range to kill when you cs I do somewhat agree but I did mention kit issues. For example Riktor hook getting the permanent increased range does not match up with the TTK and range changes that happened this patch.
The time to kill is fine imo but the range of a lot of cc is becoming a problem as we decrease the TTK. I think Omeda needs to look at how each individual cc ability functions first and change it to fit in more meaningfully.
The issue with having High TTK is it removes skill expression unless you balance the game in the Dota way which is CC chain/massive aoe chain for long fights but it feels like you can do anything if you are losing the fight.
It's also a MOBA a genre where most of the player base is unhappy regardless of what changes due to the games being traditionally harder to play. Look at Riot everyone is always pissed at the balance of the game and thinks they have the right idea but they still come back to play cause to them it still feels good. We have the same thing with Pred.
Omeda has a comp scene now so they have to also focus on the competitive feel of the game and right now that comes from looking at hero kits and fixing them because the level of punishment this TTK offers is enjoyable to watch (which matters a lot now) and I'm sure a lot of the community will see that once PCC comes around.
Why should they care about the pcc?
The playerbase is already a handful, and if they disappear, the game will disappear
This game cannot be compared to other games in the competitive moba market
Dead locks ttk is also very fast I dont think you have played it recently if your saying its ttk is long.
Dead lock has sliding and such many ways to hop behind cover and a bunch of other things that extends the ttk.
Preds new map. Also sorta plays like that theres a lot more space to dodge and get behind walls reposition. The ttk in pred is a bit to fast but its not far off from where it needs to be when you consider the changes they have made.
You can't have fights last to long or everything the new map is trying to achieve goes out the window.
The main issue with our terrible current map is if you get in a fight and are out of position away from teamates 1v1s will never end as a 1v1 they end as teamfights because the ttk and map being small makes everything last to long that everyone reaches you before anyone wins that fight while "fun" to some this is terrible for a competitive moba a game about trade offs and correct play.
Mobas need to be hard or your just playing a hero shooter brawler which im gonna be real marvel rivals does way better.
I dont eat 1 stun and die in deadlock. I have plenty options to dodge roll, doublejump, slide and what not.
I dont have all these options in predecessor. When u get hit by a hard CC its mostly over as a squishy. thats the difference. thats why fighting in pred feels so bad now and thats why pred has no growth at all. people get frustrated for not having an option to fight back or to avoid getting hit.
this is no fun for anybody
its not a healthy and fun gameplay, when the main thing you do is hitting NPC minions, then fight for 1 second and die or kill someone and then have to wait 50 seconds again until you or your opponent is on the lane.
the MAIN purpose why people download predecessor is because fighting is fun. the "moba" ist just the frame of the game. its just the game mode. look how successfull aram is. most people want to have fun, not "punish someone for bad positioning"
The reason it has no growth is because it didnt play like a moba they are finally remedying that. Mistakes need to matter everything you do needs to matter it hasn't for a long time. It was group up and death ball after 8 minutes theres no strategy to that just who has the bigger stats .
MOBAS should be a game about trade offs and skill. They are hard games for a reason. And to those that want a more casual brawl hero shooter game thats what the side modes like brawl and aram are for.
Ttk is low atm yes but is not as drastic as people are claiming
between what it "should be" and what people actually want is a HUGE difference
look at all these posts. people hate it
Most of the posts are about ttk which can be fixed and is a tad fast yes. Other posts are because thier heroes were changed and they dont like it which understandable but also its going to happen