#Hyper Mechanic

1 messages · Page 1 of 1 (latest)

mystic drum
#

The most recent update, currently on testnet, simplifies the hyper mechanic by making all classes have the same hyper effect and effectively removing the range of effect by making the range cover the entire board

Simplifying the game for ease of onboarding is important, but so is providing outlets to express skill

I can totally get behind simplifying hyper so that all classes have the same straightforward effect. It makes sense, it's easier to balance, and it's less complicated for newcomers

On the other hand, I don’t think that making the hyper range cover the entire board makes more sense or is necessarily less complicated for newcomers

A unit's Hyper meter used to be affected by units within a 50-hex range. For reference, 50 hexes is the distance of half the board. That range was at some point increased to 70 hexes, and now it has been expanded to 150 hexes, meaning everyone’s Hyper is affected by every enemy affinity

I believe having a smaller range, like the original 50 hexes, is important as it added a significant layer of skill expression. Even if your Scoriox couldn’t get hyper against the entire enemy team, you could still position him in a way that gave him a chance to activate hyper. Conversely, you could position him to prevent the enemy Blazenite from getting hyper, for example

For those who played ascendant back in the day, you will remember how we always had to position units with Hyper in mind

Making the range too large or in this case, covering the entire board removes this skill layer while not making the game that much less complicated

I propose we revert back to the original 50hex hyper range

cinder heath
#

wtf... They made the hyper range cover the entire board?
I don't know what to say anymore...

hardy valve
#

Imo hyper in gauntlet was kinda a useless mechanic, the positioning difference between what a synalph or a fernite is hitting or where an assasin would jump is basically 90% of position related win weight %, and on the last patches hyper doesn't even do anything besides the first fights, full fire was beating full water, full fire vs full earth was at best even for earth, earth vs nature is again evenish, air was actually the best comp into fire, overall it's just a pointless mechanic to even have in gauntlet (imo, again.)

cinder heath
hardy valve
#

yea, it basically did nothing for gauntlet so far, it makes sense in 1v1 but not 8 players lobby

mystic drum
astral steppe
#

So far, I think the Hyper system has mostly gotten in the way of making a better, more balanced game. Having such a simple rock-paper-scissors system constantly undermining every other aspect is bad.

I outplayed you? Doesn’t matter—you’re playing the affinities that counter mine. Bad luck.

#

So I personally wouldn’t mind trying to make it more nuanced, simplified, and not as game-deciding as it used to be. It can be a small addition on top of TFT balancing since we don’t need a major overhaul.

dry stirrup
#

Hyper is a terrible mechanic as it is altogether

shut wagon
#

I think its important to have hyper relevant as a unique feature. With the addition of the drone augment to stop Hyper from accumulating for up to 16seconds this allows vertical comps to be relevant also.

I am and always will be an advocate of the old composite hyper system and smaller radius but this does feel like a decent start. We can always make more complex once the player base expands.

mystic drum
# astral steppe So far, I think the Hyper system has mostly gotten in the way of making a better...

Hyper has got out of hand 6+ months ago when they introduced the new 2 phases. Hyper was already very impactful and while introducing the 2nd phase they didnt balance it and it literally made the effect x2 stronger

Nil brought it down bit by bit when he came on but its still quite strong

The current patch that makes people play the all-in affinity comps really doesnt help this has it indeed feel like a rock paper scissors

Next patch the all in affinity comps wont be as relevant. Also the simplified effect are less impactful and easier to balance so i think it will be a good start

In a balanced state i believe the hyper mechanic can definitely be something positive that differentiate us from TFT

What i like most about it is that its an extra avenue to express skill but for that we need to go back to a smaller radius