#Gauntlet Feedback/Improvement suggestions

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hazy carbon
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This is a dedicated thread to improve the Gauntlet experience.

  • Please keep your posts rational and avoid off-topic chit chats
  • Preferably 1 post per feedback/improvement

Examples of feedback would be:

  • "This particular augment or synergy feels boring / bad / broken, please make it better / fix it / "insert suggestion"

  • "I like this effect, but it does not shine at its full potential. What about if.."

mighty olive
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TL;DR Feedback would be:

  • Revert to the previous version of Gauntlet and simply address some obvious bugs (Triple Orange augment) and some balancing things which are very minor in my opinion.
    Arena is considered to be a Strategy Game and that by nature requires learning and adaptation that is to be provided by a proper Onboarding and not by drastically reducing the games depth and perks

--- Additional Info & Suggestions

The game was at a "near-perfect" state according to the Team - which is why we ran the IPL with that version.
It feels very off to me, as a veteran player to change the game so fundamentally even though the pain points are to be addressed from a different angle.

The main issue that you would like to address is the high complexity / newbie onboarding difficulty.
I can mainly speak from my perspective as how I would have liked my onboarding to be or what I wish would be ingame for an easier onboarding if I started fresh:

- Provide a documentation / wiki of all descriptions on the Website for example for classes, affinities, weapons, synergies, augments that one can read at any time and it always has the recent updated descriptions. (The spreadsheet got abandoned at some point too)
As a new player today, I have no way to check about all the different aspects of the game other than during the match which is just not possible given the limitations of time per round / selection.

- Properly Introduce Ingame Team Builder:
The Team Builder is a great addition to the game to help strategize about teams and build compositions. However, it is very hidden and not featured or introduced in the game. There is no way to know that those little tickmarks on the Units are referring to the active team. Key units of a Comp could also be highlighted even more to distinguish between carries and "filler units" even more. If I selected a Rogue Team in the Builder, Lura and the Pengiun should be highlighted more than a Chuco for example.

jolly lantern
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Drone augments aren't as exciting as in TFT

I'd like drone augments that buff 1 specific species for instance, or econ ones etc

steep crater
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if you get Dust to level 4 somehow, it becomes almost impossible for the opponent to win... and I don't think this is just about the Legendary Augment, because even at Dust 3 is incredibly strong. I just finished a match in a lobby with no bots at almost 100 HP; it honestly didn't feel fair

  • Dust 2/3/4 should be changed to 1.5sec/3sec/5sec -- this might even be too much... many matches already end quickly, so having your opponent blind for a long time... it's indescribable

Also, what struck me most during my 5 days of experiencing the arena is that even at level 10, I'm still getting T1 illuvials in my rolls...

  • For level 10, the chance of seeing T1 illuvials should be something like 1%

If Revenant and a few other things are getting a rework, then Dust definitely needs some fine-tuning as well, thx

steep crater
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The "Opponents can't attack you for 3 seconds" add-on should be removed from Gauntlet.
Battles are very fast-paced, and the fact that an opponent can't attack you for 3 seconds means the entire frontline disappears in those 3 seconds...

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Drone upgrades are very limited for these new players, which I don't quite understand; let there be a vast world... maybe 4-5 different broken things to play with, better than just one

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Since we don't have an option like a hotfix...

forest bolt
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Class Composites, Colossus:

Current:
At 75% and 25% Health gain:
2 - 20 res 20 Thorns
3 - 30 res 30 Thorns
4 - 40 res 40 Thorns

This feels a bit underwhelming for such a hard Class Composites.
(maybe also because there are augment that pierce resistances, that generally is played on “DPS units”)

Would rather have something like permanent gain.
2 - 20% HP & 40 Thorns
3 - 30% HP & 60 Thorns
4 - 50% HP & 80 Thorns

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Class Composites Enchanter:

Current:
Every 8 seconds:
Allies deal AoE damage and heal % max health.
2- Heal 40 & 40 dam
3- Heal 70 & 70 dam
4- Heal 100 & 100 dam

This needs to be buffed a bit. It would be better to heal for a % instead.

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Generally I think the “Every 8 Sec effects” could be changed to every 5 or 6 Sec. Fights are so fast that they end up doing very little compared to the “on Faint effects”. .

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Affinity Composites Verdant:

After 10 seconds:
Healing area appears on Verdant units and heals allies within it.
2- Heal 30/sec
3- Heal 50/sec
4- Heal 70/sec

Same as with enchanter, the heal needs a little buff and might be better if its a % heal.

hazy carbon
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nerf all synergies by 40%-80%, except maybe verdant/inferno/collossus/enchanter

steep crater
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I'm not exactly sure what the part in the image means in gaming terminology, but there are a lot of UI errors and bugs. I hope we get a polished version soon

  • When I swap Illuvials, they sometimes disappear entirely (or maybe it's just me, I like to move the illuvials around on the board like in TFT, throwing them left and right... it needs polishing, it should feel smooth)
  • Augments sometimes only show up in the UI, but I can't actually use them in practice
    I think these are a few known problems, I wonder if there's any possibility of fixing them
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I'm also very curious why the arena board hasn't had a flat surface for the past two years

quiet swan
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Steam and all psion damage needs to be buffed up, such weak illuvials need to have that ranged damage mean something more. Dualeph with steam should eliminate most characters on omega except maybe a collossus

jolly lantern
# steep crater

You mean without the visible hexagons, making them disappear after the preparation phase?

steep crater
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looking at this ground, I feel like there's something under construction here
something unfinished 🤷

jolly lantern
forest bolt
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Getting more used to the new more simple "Primary Synergies", but am wondering if it could work if they went up to 6 instead of 5.... but the difference from 5 to 6 would be small, so 5 is still the "ideal number" but getting the 6th is more like a small bonus. (now it's almost too easy to get multiple 5 synergies, and you gain nothing from adding an additional)....

As an example the change for the Fire Synergy...* (numbers are just example to illustrate the idea) *
You team gain % Attack damage from 10/20/40/70 to 10/20/40/65/70

So now you can choose if you add than one more unit/augment to Fire, or use it to get a "higher power" in something like getting "fighter from 3 to 4".

Just a though to add a small extra option for variation without too much complexity.

vernal finch
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Bro

Ascendant is so bugged it is sadness

units overlap other units on the bench and if i go to sell one off then a unit on my board gets sold off... usually main comp unit D:
it is so unpleasant to play in this state and certainly not ready for any kind of tournament or valid competition

reef cloak
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Hello everyone,

I finally had some time to test the “new” Gauntlet. To be honest, I'm pretty disappointed with the current state of the game. At the end of Worlds, the game already felt very polished. Sure, there were a few item combinations, units and traits that were too powerful, but overall it was on the right track. Unfortunately, for me personally, the latest changes were a few steps backwards. According to the team, the motivation behind these changes was to make Gauntlet more beginner-friendly.

  1. New traits: I think it's a shame that all traits are now just numbers. Before, there were cool and unique traits like Templar, and now Fighter and Templar are basically the same. Just attack speed, once in general and once on ally faint. Cool effects like Water 8, which was my favorite build, have also been removed. There are no more cool effects that I could build a team composition around. Now the game feels like it's just a stat check. Please bring back the old synergies.

The changes that I think are really needed are the following:

  1. Cooler drone augments. I know that might add “complexity”, but we really need some that aren't just stats again. For example, you could get more interest, choose a “champion” unit, etc. You can take inspiration from TFT. In general, TFT is much more complicated and complex and has no problem being interesting for beginners.

  2. The reason why TFT is not a problem for beginners or returning players is the many guides and plugins. Compared to Illuvium, I am completely overwhelmed every time a new season in TFT starts, but you actually get back into it quickly due to the mentioned guides and plugins. Now I wanted to start Illuvium again, and not even the Google Sheet has been updated. So there's nowhere to read about the current synergies, drone augmentations, etc. And even if it were updated, only I, as a veteran, would know that it exists. We urgently need a wiki on the website that is always up to date.

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  1. A good tutorial that teaches you all the basics

  2. Bring back survival mode to try out and test different compositions in a PVE environment.

  3. Award EXP to Illuvials even when you lose a round so that new players can continue to see progress. You can't sell EXP boosts and basically give new players 0 EXP when they compete against veterans.

  4. Matchmaking is probably the aspect that the team underestimates the most. New players are thrown directly into lobbies with the 20 best players in the world. We really need a system that protects new players. When we had a decent player base at the end of the World Championship, we should have introduced a new matchmaking and ranking system to retain our player base. Because playing for elo in Illuvium is still super boring because it's just a grind. Getting 1000 more elo doesn't mean you've gotten better.

In summary, I believe that complexity was never the problem, but rather that all other factors simply discourage new players, fail to motivate them, or do not introduce them to the game. A pure “stat check” game, which Gauntlet is currently developing into, is simply boring and not beginner-friendly. We need to make changes in other areas if the game is to be successful.

jolly lantern
# reef cloak Hello everyone, I finally had some time to test the “new” Gauntlet. To be hone...

I agree, in my opinion one of the biggest problem is the execution complexity, not the conceptual complexity.

In other words we need to do too many things in 1 preparation round and we need precise clicking otherwise you are picking the wrong unit or you fail to place it correctly or you fail to place your item on the right unit or you fail to place your component on the small reforger that's only available during preparation phase for some reason.

quiet swan
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I think the minor bugs not getting fixed quickly is a big issue. I wouldn’t turn in a final product of anything that buggy…if it was buggy, I’d immediately fix it. Don’t let issues fester.

nimble umbra
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@jaunty mountain I'm guessing maybe you missed or havnet seen this thread yet?