#Next Fest Megathread

1 messages · Page 2 of 1

mild sleet
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I think the tricky part is the more power you put in the passives the bigger the power spike jump from green to blue items will be, and that can also cause some potentially adverse effects.

rugged matrix
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True true

mild sleet
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I guess instead you could have the passives start the same/weaker and have further upgrades buff the passives slightly. The. you smooth out the power curve.

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Then*

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But idk, just something to be aware of.

rugged matrix
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Part of the many tricky things to handle for sure

languid thicket
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I have been so heads-down all!

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Sorry about being MIA today. I’ll read up on everything today. 🙂

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Also - I’ll spend tomorrow morning responding and asking questions around 10AM PST.

distant vault
# mild sleet I think the tricky part is the more power you put in the passives the bigger the...

Kind of what happened in league in the last years. Item power got out of hand. You where playing items not champions. For example Amumu himself wasnt op that one time but his kit abused an item the best. Aka new sunfire. Then turbo chemtank became op and Udyr popped off because he could abuse it the best.

Not saying item passive are bad just mentioning that base line stat differences matter with items and so do the stats when it comes to item feel.

I feel different on velkoz when I build blackfire torch vs liandrys. Traded mana and cd for better burn and hp but less ap

When I go techblade in vive I wish it felt like I went for a techblade and that it would matter not just for the passives.

If any of this makes sense.

I feel that the items having similar stat values was a thing against bad rng with item drops but now that we can decide what we get I think its fine to have stat differences.

The downside of course is that the enemy doesnt know off the bat what items you have. But Id think itd be a skill in higher skill prackets to know dmg values roughly. "That void Lmb hit me for exactly 147dmg meaning he doesnt have more then x ap so he is running tech/mana for ability spam 🤓 ☝️ "

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Also sorry if I pinged

olive shore
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Maybe I'm in an echo chamber, but I think the best middle-ground is passives that don't directly impact damage or survivability. When item build optimization comes down to which set of items gives you the most effective hp or the most effective ap, the meta will be dominated by whichever characters can best abuse those items to get more stats than their opponents.

This is one of the reasons why I've been an advocate to completely remove items like Mindblade, Rampage, and Helm of Gigantism: Even if they are just nerfed and nerfed, it will either make then nonviable in all situations, or the few characters who can use them effectively in their nerfed states will just rise in relative strength.

As much as I'm not an enormous fan or these items, I think Bloodscent/Grace/Big Game Hunter (minus the movespeed->ap conversion thing) are, imo, good representative of a way to make the passives about stats while offering different options based on playstyle:
Grace is great for rotating and out-of-combat movespeed, while also being good on teams with a lot of healing and characters who try to not take much damage in the first place.
Bloodscent is great for aggressive characters who want better dueling and in-combat movespeed.
Big Game Hunter is good for teams that want to play slowly and scale up by focusing on objectives and getting movespeed for both situations, while having a longer quest to fulfil first.
Having these items be quickblades makes sense, because their passives are related to movespeed.

The reason I'm not a huge fan of these items anyway is because if all of the items followed this formula (have the passives related to the secondary stat the item gives) then items that have secondary stats that directly impact survivability or potential damage output, namely CDR and Omnivamp, will simply rise in priority because those secondary stats will be the "next best thing".

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So, that's one of the reasons why I think every item needs to have the same philosophy of impacting gameplay without touching on stats in any way outside of the item's innate secondary stats.
Even better, seperate secondary stats from items so that anybody can choose the secondary stats they want and then they can pick the passive they want. That'd be the best outcome, from what I've analyzed.
I also want to point out how enchantments were a great way of having effects that impacted gameplay by providing more options, but didn't provide stats or effects that increased damage or survivability. They focused on either recovering mana or providing consumables, for the most part.

distant vault
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Mindblade, rampage abuse gives me same vibes as league characters abusing the best item. The amumu Udyr examples. Kinda why I think flat AP passives have to be extremely conditional or not exist at all.
Only place them I kinda see them existing is on the helmets and even then stuff like ambrush and comet. Very telegraphed.

bold urchin
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Idr if we've talked about it before but I'd really like more impactful consumables - as in more variety of items not increased impact necessarily
Emp grenades getting cut especially, along with backpacks being so big by default with no upgrade now, meant that it really feels like you just get "1 of everything each" and every scenerio for consumables gets covered very easily

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It also doesn't feel like much of an adventure to collect consumables anymore

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You kinda get them everywhere

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And it's not targeted really

lucid atlas
rugged matrix
# bold urchin Idr if we've talked about it before but I'd really like more impactful consumabl...

Kinda spoiling what I'll be talking about partly this evening, but I personally want cooking, and thus exploration/scavenging of dead teams more interesting too. If you played Core Keeper or TloZ: Echoes of Wisdom, a cooking mechanic similar to them: picking 2 gatherable consumables, that you can find in x or y biomes specifically, with each their own effect when combined are strenghtened

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From speaking to various people, I kinda start having an angle on stuff that might be worth to explore, at the very least as a discussion.
Item rank disparity in itself could serve as one of two "Win More" aspect, the other being cooked meals.
Item passives could serve as a "What options have I to Win", same goes for rare consumables like EMP grenades
But lemme know what y'all think, because tbf I'm not the most up to speed in regards to items and I can certainly be off by a mile lol

bold urchin
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Another side of discussion that could be good is I think there are a lot of small uncontroversial changes that the game can make that just make sense and make the game like 1% better, more clear, and more fun each

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For example my recent post about items should just drop seeded based on where you're facing, and ability descriptions should include the current rank of ability in the design somewhere

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But also stuff like antiheal should be a debuff which permanently shows when active rather than getting covered up by other debuffs

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I keep thinking of new ones every now and then but I keep getting capped by the 1hr slowmode on making feedback posts

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Ground targeting circles should be on by default

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There should be separate UI for when you're not the drop leader in the drop pod so you don't split by accident out of habit of controlling the drop

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There should be a hotkey for dragging a stack of items out of your inventory rather than one at a time

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E.g. alt + lmb drag picks up all 3 of my food, or drags all of my hypervives

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Rather than having to drag and drop 1 at a time

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I think "cancel targeting" should be something like X by default not rmb

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Or if it is RMB it shouldn't cast your RMB when you click RMB to cancel

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The keybind should also be indicated on the screen somewhere when you have the targeting up

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I think the tp back to bonfire animation (the one showing on the bonfire not on the player) should have better vfx - it feels like it continues slightly after being cancelled? And it's so unclear if one cancelled and another started or what

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Maybe more controversial but I think there should be sfx for vault pillars getting killed

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I think the UI element for indicating my teammates have ultimates skills be more clear

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I think my ability cooldowns should be pingable and there should be a voiceline for "my ultimate is on cooldown"

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Power cooldowns should be pingable too

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Can also add just "my ability is on cooldown" and "my power is on cooldown" as voice lines too even without specifying just to indicate to look at chat

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Obviously we've talked about pings - especially base pings - being pretty unreadable and bad before but this is still there as something bad which should get better with a small bit of asset/sfx work

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I think teammate sfx should be slightly quieter for me than it is for enemies so I can hear enemies over my teammates

bold urchin
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There should be a counter for the # of teams left in the dropship

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The indicator for enemy teams dropping should be more clear to indicate who is landing/dropping where - e.g. team colours on the ground circles & a different icon to indicate ally drops

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Also team colours in general

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I have a good tip for anyone who has to pick a variety of distinct colours

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When you want either colours which go well together or oppose each other well you can cheat and steal the colours from makeup pallets

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You can easily find 10 distinct nameable team colours from this for example

limber hornet
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I think ap on items could be fine if it's actually worth the tradeoff of what the other things could give. The other utility stuff would just need to be stronger

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Doing niche things to achieve those stats is what would make different hunters abuse them better than others, but even if it's just utility there will always be hunters that use stuff better than others

undone spruce
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Items should allow players to approach combat, matchups, and the map differently. This cannot be accomplished with stats or stat like passives alone.

The problem being that that is generally the role TC has assigned powers / consumables. Items cannot have more impact that powers / consumables because both of these rely on time investment in game to obtain. Why would I spend my time and resources to obtain powers / consumables when I could obtain comparable effects from my items?

I think at the end of the day powers / consumables are a really poor way to allow players to express game knowledge because the distribution is random and not controlled. This means that players have to adapt to what is given to them by the game. Some games you might get nothing useful for you in the vault you dropped near or some games you happen to be playing the character that gets their god tier power from a biome boss so you can play every single game to get exactly what you want to make the game easy.

This is where the BR stans are going to rise up and tell me that it's a battle royale so randomness is part of the game! Which is all well and good when the skill checks are in a first person shooters. It's nearly impossible to stat stick someone in a first person shooter. Because even if someone has all the grenades and attachments in the world you can just headshot them. Because you have to aim. The skill checks in a MOBA style game (which this is. The game is heavily influenced by MOBA combat.) are not the same as a first person shooter. I think this is why it feels REALLY bad to me that so much of the ability to express game knowledge (which is an important part of MOBA skill expression) is gated behind random chance.

I also understand that if you make it easier to express game knowledge through items, powers / consumables are going to be less sought after and their impact on the game reduced.

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I'm just not sure that is a bad thing

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This is why I thought amplifier was a good item if a bit overtuned. It encouraged and rewarded a player for expressing game knowledge.

rugged matrix
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Perfect thing that you're here @undone spruce , right the good person I wanted to ask for that, especially considering your line and "mine" (which isn't really) somewhat align. What if powers and items switch place, Items becoming the more avenues and game knowledge, and Powers the Win more? 🤔

olive shore
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Holy, Anion cooked

distant vault
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A few Quality of life updates

undone spruce
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I'm not sure- I think I would like that better since items are more readily available to the player to express game knowledge. The thing I like about powers / consumables is that you can easily swap them if you find something better suited to your character / playstyle / game state. This feels good.

rugged matrix
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Welp, we have very interesting topic for Jess then

quick heron
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if jess is late it's my fault dont hurt her catblink

distant vault
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Dont worry we will hurt you instead ellunaheart

quick heron
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wiat what

distant vault
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Tell us something about yourself so we can make it personal ellunanoted

languid thicket
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Hello!

open cliff
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Hello

quick heron
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OK DNOT HURT ME

distant vault
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Hi!

quick heron
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U HAVE UR JESS

rugged matrix
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HELLO

distant vault
rugged matrix
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Time for peak

languid thicket
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I would like to take a beat to wrap what we were doing there and grab a coffee. Give me 15 and I'll be set back up.

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In the meantime - were there topics that came to the top that you guys have been talking about? I can scrub when I'm settled in too.

rugged matrix
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Gear, consumables & Powers: Where is and should be the Win More, where there should be More Options to Win

rugged matrix
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Btw @olive shore, @pliant coral , might be your time to cook if you want

olive shore
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I've got DnD in 30 minutes

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so... here we go:
Anion mentioned a ton of different QoL updates that would make the game better, please definitely check those out, Safelocked, when you've got time.
Anion also talked about improving consumables, which I wholeheartedly agree with, I think they are the "active-items" of Supervive, and if they were invested in more and then items tied into them, then that would be a very satisfying and engaging system for items

languid thicket
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Alright, I'm ready!

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Oh, sounds good. I'm down for Items with a capital I.

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Can I get a link to Anion's post?

lucid atlas
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#1297244188970057850 message?

rugged matrix
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#1297244188970057850 message

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TOO SLOW NOOO

languid thicket
olive shore
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I've also talked about how I liked enchantments but saw some flaws with them, and how some of the parts of the current item system could be tied together with enchantments to also get a very satisfying item system.

But I think it is also important to remember why I'm advocating for changing the item system at all right now, and that's that I think items that focus on improving damage output or improving survivability are always going to dominate the item system or be utterly ignored by the majority of the roster. For example: Mindblade, after having its AP conversion nerfed to oblivion is still used, but pretty much only by characters who cannot use rampage or just want more mana, like Shrike and Zeph.
Also, while Rampage was dominating the previous patch, and you have already mentioned that Rampage stocks are going down next patch, I want to theorize what 3 different possible nerfs would end up doing:
If Rampage's passive was nerfed to give less AP, then it either would still be used just as much as before, but it would just be weaker, or it would no longer be used in favor of whatever else could give more AP
If Rampage's passive became harder to stack, then the characters who can stack it the quickest would simply rise in priority because they have access to a stronger item than other characters in the roster
If Rampage's passive was changed to give some other stat than AP, like mana or movespeed, or whatever, then it would no longer have priority over any AP-giving-passives, but it would contest items like Mindblade for giving mana, or whatever other items give those secondary stats.

olive shore
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I love Rogues... I... I may play them a bit too much

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This is my third Rogue character in a row...

languid thicket
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Also, yesss. I love Rogues.

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They're also very strong. Lol.

lucid atlas
undone spruce
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It really just feels like items don't serve the same purpose in supervive that they do in other, similar games and I don't really vibe with the purpose that they are trying to fill.

olive shore
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It's a lot of fun. The world has this whole history with dragon-cults, so there is a lot of espionage and intrigue. Good stuff. Dungeon-crawling right now though

languid thicket
olive shore
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The thing with enchantments that was bad imo was that they weren't consistently available. Or, better put: It was not always up to the player to opt into using the system. That's my main gripe with enchantments.
I really liked their effects. I'd have to go back through a bunch of conversations to get their exact effects, but stuff like getting consumables off kills or gaining mana based on nearby terrain felt like they rewarded me for playing a certain way, or they opened my gameplay up to have different options because I got to interact with consumables more.

lucid atlas
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The enchantment that generated a random consumable item every 45s was absolute banger

olive shore
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I think the first thing is something that evolving items have done extremely well though, especially with loadouts. As much as I dislike a lot of the new item effects, I can't deny that it is satisfying to always be able to opt into the exact items I want every game.

rugged matrix
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Variance, for items, shouldn't come by rng imo

rugged matrix
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So ye new items are great for that

olive shore
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R.I.P. Blade of the Third Eye

languid thicket
olive shore
languid thicket
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How would you want to acquire them?

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Or said another way, how would you want to come about them in the world?

olive shore
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I think it would be great to just tie them into a system like evolving items. As I evolve my items I'd pick the enchantments I want.

olive shore
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I mean, technically, that's kind of already what we do, but instead of the old enchantment effects, we've got new effects

limber hornet
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How do you guys feel about item upgrades being locked to specific base types? Personally don't like that I need a tech blade for something like power user since not everyone can use a tech blade as an example

languid thicket
rugged matrix
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Aren't the passives of evolving items enchantment already if we think about it?

languid thicket
bold urchin
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Hiii

languid thicket
olive shore
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I've also theorized what it would be like if perks were added back into the game as a system to give secondary stats, and items were diversified based not on secondary stats but based on their "upgrade tree" to different enchantments.

unique agate
undone spruce
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I don't really think that would do it for me. Enchantments never really felt like a way for me to express game knowledge by adjusting my approach.

grave adder
bold urchin
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I hope you enjoyed my small polish/qol/easy win points
I was kinda hoping others had more to build off it with haha, I normally find a couple whenever I watch a few vods

olive shore
olive shore
languid thicket
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I do think it makes it clear what the upgrade path is and what trades you need to make. Maybe the build tree needs work also, though.

undone spruce
languid thicket
rugged matrix
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I don't want to mis-rewrite a very interesting thing Pensato wrote in his own post

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But I heavily forward it

olive shore
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"Perks" used to be like an upgrade tree like was found in Heroes of the Storm, as far as I recall. I think it came up short with some of the options, but I think it could be a good way to infest in certain secondary stats without tying them into evolving items.

A common complaint I've seen with evolving items is that somebody might want a particular passive, but not gain from the secondary stats of a particular item necessary to get that passive. If the systems were seperate, it would theoretically resolve this issue

rugged matrix
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I'll just dump it ig
"Items whose passives focus solely on "doing 'x' but better" only offer a form of objective strength that can be coldly calculated and optimized. When items can be so mathematically optimized, they become a barrier to entry for less knowledgable players to compete with more knowledgable players, and that barrier makes the game less accessable through a system that was meant to create depth. In reality, that depth is lost as soon as the optimal build is found, because after that there is no longer a need to theorycraft and optimize."
-Pensato

unique agate
undone spruce
languid thicket
lucid atlas
# languid thicket I loved this one.

Was my favorite largely because it enabled gameplay. It wasn't something that was useful in the moment, but it was great for having things that gave me options ahead of time.

olive shore
tawdry fiber
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Hello soup people

lucid atlas
languid thicket
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Doing really well. Nervous. Excited.

bold urchin
# languid thicket I do think it makes it clear what the upgrade path is and what trades you need t...

Yeah it's basically just a "the item system still feels very early alpha/work on progress" so I don't really wanna comment on build paths
I don't think there's really any mastery of depth in the system so builds being more/less accessible doesn't really matter, since you kinda just build the best item and if those stats/power require a certain playstyle for your character, that's just how you play them that balance patch

languid thicket
unique agate
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good elluna_love

limber hornet
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I wish I played when the perks were a thing. That sounds like a perfect fix to me. Why were they taken away?

tawdry fiber
distant vault
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Items I think

rugged matrix
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Deconstructing the item system and giving feedback on it

olive shore
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I don't know if that was why it was removed though

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I wasn't around back then

lucid atlas
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Disclaimer: I do not have a link to a source on that. I am going purely off of memory. My memory on this may be faulty given I've slept at least three times since then.

rugged matrix
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(he Omnipresent after all)

languid thicket
bold urchin
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I kinda wish we could spend more time on ideas people might have for free win changes / polish that people want, given how close we are to open beta, but I guess others don't really have any thoughts on it

languid thicket
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I mean, we could give you a way to disenchant also, probably.

lucid atlas
undone spruce
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I don't think the perk system was much better. It didn't really allow for too much mastery expression

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It was more you just took the best stats at all choices

lucid atlas
rugged matrix
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I think we all do

lucid atlas
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The stat perk tree was ???? / 10. I'd rather have that than stat-stick items, because at least then the items aren't pretending to be something they're not.

olive shore
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I've got 5 minutes left until DnD, any more questions for me for now? If not, I've put out plenty of feedback posts (1 recently) on the topic that can be cited if need be.

languid thicket
lucid atlas
languid thicket
languid thicket
bold urchin
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I just think it would be cool

olive shore
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I love trees

tawdry fiber
languid thicket
tawdry fiber
languid thicket
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One thing with tall objects on the map, though, is that they often hide players.

bold urchin
rugged matrix
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Jess, asking you specifically the question:
Should items be mainly designed around "Winning More" (stats and clear optimisation will win amongst the many), or should they maybe derive from that and be freaky and varied with opening mostly only different ways to win and push player mastery above all?

limber hornet
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I feel like to solve the item/ability it gives thing you could have like a preselected "rune page" outside of the actual game for your items to evolve into when they reach those levels. How often would you ever want to change the ability of the base item

grave adder
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What are your thoughts on IMO Felix and bishop should swap roles. Felix -> Frontline and Bishop -> Initiator In my opinion It matches there tankiness and kits more to those roles?

silent anchor
bold urchin
distant vault
olive shore
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Okay, I've gotta head out now. Best of luck everybody. (I might read through this while I play, but I likely won't have time to mention anything unless we get a break) Take care!

bold urchin
languid thicket
bold urchin
tawdry fiber
distant vault
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Marriage blessed by Safelocked ellunaheart She pronounces us husband 🦍 and Hubby gunner_gooby

rugged matrix
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Peak

limber hornet
languid thicket
silent anchor
languid thicket
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We'll probably play around with that more.

bold urchin
languid thicket
tawdry fiber
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For consumables, I do think that we need more variation, I like the items right now, but I dont think we have emough/ its a bit to easy to get the same stuff every match. I really loved the idea of each zone having its own consumables, and having to strategize/play around the consumables in said area. Kind of similar to powers being separated, but a bit more consistently dropped. Yes you can play around a set group of powers dropping in an area, but you could also play around EMP nades in Immotech or snowballs in the winter areas right now, I think you don't really have to think too much about item drops from areas, where I think the "different Biomes" should have different consumables

rugged matrix
languid thicket
undone spruce
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Items should allow players to approach combat, matchups, and the map differently. This cannot be accomplished with stats or stat like passives alone.

The problem being that that is generally the role TC has assigned powers / consumables. Items cannot have more impact that powers / consumables because both of these rely on time investment in game to obtain. Why would I spend my time and resources to obtain powers / consumables when I could obtain comparable effects from my items?

I think at the end of the day powers / consumables are a really poor way to allow players to express game knowledge because the distribution is random and not controlled. This means that players have to adapt to what is given to them by the game. Some games you might get nothing useful for you in the vault you dropped near or some games you happen to be playing the character that gets their god tier power from a biome boss so you can play every single game to get exactly what you want to make the game easy.

This is where the BR stans are going to rise up and tell me that it's a battle royale so randomness is part of the game! Which is all well and good when the skill checks are in a first person shooters. It's nearly impossible to stat stick someone in a first person shooter. Because even if someone has all the grenades and attachments in the world you can just headshot them. Because you have to aim. The skill checks in a MOBA style game (which this is. The game is heavily influenced by MOBA combat.) are not the same as a first person shooter. I think this is why it feels REALLY bad to me that so much of the ability to express game knowledge (which is an important part of MOBA skill expression) is gated behind random chance.

I also understand that if you make it easier to express game knowledge through items, powers / consumables are going to be less sought after and their impact on the game reduced.

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Good ole copy and paste

bold urchin
undone spruce
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I think there needs to be some guaranteed ways for players to express game knowledge every game. Since it is a moba

languid thicket
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So what I'd probably do is make it more of a ratio - have some freaky choices, but make it more opt-in vs. that being the default.

tawdry fiber
languid thicket
rugged matrix
# tawdry fiber For consumables, I do think that we need more variation, I like the items right ...

And I'll go even farther: maybe, put more emphasis into cooking. Make each biome have a unique ingredient (that can be consumed raw) with a single stat related effect. Having access to a camp of that cooking power would allow you to cook 2 ingredients into a meal with both effects strengthened, but maybe lasting to then end of that current phase (day/night).
Imo it's a good slot to have more stat-checky stuff, whilst also rewarding gathering/scavenging/exploration and having a base

bold urchin
# undone spruce Items should allow players to approach combat, matchups, and the map differently...

It isn't that you're meant to just deal with getting randomly screwed because it's a BR, it's that you're generally meant to, with good play, get roughly equal power - but the power you get should be somewhat randomised rather than a loadout
E.g. one team might get good powers, but another team has loads of like jumppads and armour - which team is better off? I dunno, but skill expression can come from being able to find and use the value in the diceroll you got, not just to always get the same thing and do the same thing with it to get your value

languid thicket
# bold urchin Midair, and midair 2

Hm, I don't think I understand what this means. I'll give an easy example though, that maybe doesn't use projectiles. Say I have a Nuke. Can I cast it from floor 1 up to floor 2? Can I ... cast it from floor 2 to floor 1?

limber hornet
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Something that comes from the sky should just always hit the top floor

tawdry fiber
limber hornet
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But I guess that's not the best example

distant vault
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One thing about rng Im gonna bring up. some players manage to get over 100game winstreaks in games like risk of rain 2 which is almost entirely rng based. Because they know the game in and out and know how to stack the odds in their favor. Tho that game does have recyclers and printers for consistensy

languid thicket
distant vault
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So could a power recycler or scrapper be a fun thing to have appear randomly on the map

rugged matrix
undone spruce
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That is dependent on the power being nearly equivalent or comparably equivalent through skill expression. In addition it really depends on the path to acqusition and how reliable each is.

I just don't think that works in a MOBA combat style game where power discrepency is extremely challenging to overcome through skilled micro given equal skill.

bold urchin
# languid thicket Hm, I don't think I understand what this means. I'll give an easy example though...

Lobs are probably a harder case than projectiles haha
I'd say that it should prioritise the level you're at, unless there's no ground in the place you're targeting, where is Will then target the layer below, unless there's no ground there, where it will then target the ground below, etc.
And projectiles should be exclusive to the layer you're on

To be clear I don't think this is really all that feasible, but maybe in a future season you could have a single area which tightly makes use of something like this just a little, and probably a lot later in the lifespan of the game so all players are much more familiar with the z axis in the game haha

limber hornet
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Whatever targeting allows

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So aiming on a lower floor is probably easier

tawdry fiber
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IE if you land in magebog, maybe you could pick up a plant that you can throw and leaves a small poison pool, or if you land in the woods you could get some vines that act as a spike pillar, stuff that really feels like you are taking things from the environment amd use them in a fight. Making the world feel more interactive. I loved the idea of stealing Immotech's WIP devises and using them in a fight, makes the world feel like a more active part of the fight.

I do agree random Consumables id paramount but "grabbing rock off ground to throw at Elluna" sounds really fun.

limber hornet
#

Yeah I think anion said the aiming things better

languid thicket
#

I'm very intrigued by multi-level maps. But yeah, there's counterplay issues that would be pretty frustrating if you could shoot up or down a level and the target didn't know where it came from.

Am very intrigued, though. 🙂

#

Limiting projectiles to the level you're on does somewhat make me wonder if we should just expand the map instead.

#

But yeah, it's interesting for sure.

limber hornet
#

Ground target > wherever it lets you aim
Projectile > your own elevation with the +/- that it currently has for elevation

tawdry fiber
#

Multi layered would also lead to "how the fuck do I get up there"

bold urchin
# languid thicket I'm very intrigued by multi-level maps. But yeah, there's counterplay issues tha...

I think being on a higher level should be strictly stronger than being on a lower level
That's the main thing which I think would be really interesting about it - higher levels can drop down if they want, but you can't easily drop up
Higher levels can shoot lobs down sometimes, but lower levels can't shoot up, etc.
I think that texture is what makes it appealing compared to just expanding the map further outwards

languid thicket
tawdry fiber
tawdry fiber
silent anchor
languid thicket
#

Monster Hunter's a great example, yeah.

distant vault
#

MONSTER HUNTER! LET ME TELL YOU ABOUT MONSTER HUNTER

rugged matrix
distant vault
languid thicket
rugged matrix
#

Ye I was overwhelmed too haha

#

😵‍💫

undone spruce
tawdry fiber
#

I like the thought of seeing something during a fight that I can run over, grab, and throw to turn the tides of the fight

languid thicket
undone spruce
#

💀

languid thicket
#

Luke's not wrong that Powers (and Consumables, to a lesser degree) eat into the power budget of other Things (ex. Equipment, Equipment Passives, Ability Levels.)

limber hornet
#

Consumables that give power for a short duration could be cool. Maybe you eat a poisonous soup thingy and it makes your attacks apply a small dot or you drink a frost resist potion to get slowed less from things

rugged matrix
#

I wouldn't necessarily say power budget in that sense. Moreso, eating out one expected outcome/design of the item system

languid thicket
#

@undone spruce Would you rather change the distribution method of each of those item types, or would you kill some of the item types too?

tawdry fiber
distant vault
#

Reminds me kinda of faust from guilty gear. the random shit he throws at you

silent anchor
#

what do you think of craftable powers ie having to combine two purple powers to make a red one

languid thicket
rugged matrix
#

I love pineapples

bold urchin
# undone spruce To add to this- I think this works a lot better in a first person shooter that h...

I hear what you're saying I just don't think I agree that you can't have depth in executing fights better with different tools, nor that you can't hit a balance of some different drops being different but equal in our, and I think we also just disagree on finding "loadout" style progression repetitive - i think it is pretty boring if variance is low but it feels like this is less of a concern to you compared to more perfect balance

tawdry fiber
limber hornet
#

Add pineapple pizza to game

silent anchor
tawdry fiber
#

Like, yea, could be a thing, but not early in the games life

icy nimbus
undone spruce
#

Not entirely sure. I think that some of the biome leader changes have felt really good for certain characters / playstyles. Being able to have a much higher chance to play for a specific power feels really good for that character's plan.

On the flip side- If you aren't benefited by this it feels pretty bad because now other characters are unlocked by biome boss drops and others aren't.

languid thicket
unique agate
#

i dont think we need more ways to get red powers kekw

silent anchor
#

agree on the frustration part though

languid thicket
limber hornet
#

More powers would probably reward teams behind who just died

distant vault
#

I would love to chase an icarus wings joule every end circle rocketW

languid thicket
languid thicket
rugged matrix
#

Hype

languid thicket
#

Ahh, yeah - this is going into deepening cooking. A proper cookbook.

#

Ingredients would ideally be scavenged? Vs. farmed for or bought?

#

Is what I'm reading, but double-checking what you're imagining.

rugged matrix
#

Could be scavenged or bought even if you want

distant vault
#

I am a little scared of the idea of consumables that activate fast and have very strong effects. Its a little hard to tell what the enemy has in their consumable slots.

silent anchor
languid thicket
rugged matrix
languid thicket
#

Wiping effects helps, for sure.

#

Wind-ups, too. I always wonder what the appetite is for Consumable wind-ups.

#

They exist, but we make them pretty contextual to the item right now.

limber hornet
#

I think you could easily have consumables that give power for like 10 seconds

#

And make them take like normal food eating time

#

Though that might promote dive too much

lucid atlas
#

Consumables that give power-ups would be neat (like more movespeed for X seconds), but with how fast combat already is on average, it might be hard to make them have sufficient play-against options.

languid thicket
#

Hmm, yeah. I think this group's doing a good job identifying some of the constraints.

lucid atlas
#

Because wtf do you do if a Felix pops a go-fast potion off-screen and then zooms in?

limber hornet
#

There's some food types in albion that give regen if you haven't taken damage in a while. That could be a thing maybe

olive shore
#

Just checking in. I don't like the idea of effects that dramatically increase combat strength that are randomly available. That's what I'm seeing from the cookbook stuff

languid thicket
#

Oh man. I don't know if I'd give a movespeed potion option, hahah. But I don't know if Nitpy mentioned that also, to be fair.

lucid atlas
icy nimbus
#

I feel the direction with the consumable conversation as well is making it feel more like just another variable to keep in mind when there already is a lot to keep in mind, not to mention how @lucid atlas brought up how it might be hard to make it "sufficient play-against". I think keeping consumables where they don't overpower someone so much is important if we want variability in what options we have as consumables

languid thicket
olive shore
#

The party is split rn, so I've got downtime

lucid atlas
#

Also, since it's on my mind and I've seen this idea come up before in other threads, IMO, adding "crafting" steps to consumables (i.e. being able to cook some unique food from a given biome into the actually strong version of it) would not add enough potential play-against; adding more steps to do something doesn't make that something easier to combat mid-fight.

limber hornet
#

They don't need to be super strong either. A simple 3-5% here or there would probably be a fine tradeoff to making stuff and using it and it occupying a consumable slot

languid thicket
queen echo
#

Wait am I too late

#

POWER USER

languid thicket
hearty frigate
#

I've missed most of this combo so forgive me if someone else mentioned this but I feel the number of different consumables is fine, maybe could add one or two more, but some consumables could have more depth and could tie in other systems. For example, some weapon specializations could be things like "scan gernades reveal stealth and can be retrieved after being thrown" or "can stack 2 jump pads instead of 1" so you can build your weapon around the consumable you want to use. The danger here is if the consumable buffs are too strong it becomes frustrating to guess if someone has the weapon enhancement for it, etc.

queen echo
#

You told me to bring it up

languid thicket
#

Hello!

olive shore
#

I should also clarify: I think powers are fine because you can see what your opponents have, but it gets complicated with hidden effects

queen echo
#

It has been brought up.

languid thicket
queen echo
#

Hello

languid thicket
#

Can you...remind me what you wanted to mention about Power User?

distant vault
rugged matrix
#

Uh, I should reiterate on the cookbook stuff: I don't think it should be on release, but might be worth digging into once Supervive is rolling 👀

icy nimbus
#

It also begs the questions, does consumables have to be a "complicated" system?

I love the idea of maybe having to go to certain basecamps to cook up a special consumable (I have skimmed through the discussion to catch up, I am unsure if this is spot on or not), that reminds me of realm royale in a sense and it also adds to basecamps where fighting over them is that much more important. I think adding value to basecamps in that way could be cool

queen echo
#

lol I mainly just wanted to talk about the POWER of the item and how it effects the gameplay loop

olive shore
lucid atlas
queen echo
#

I don’t like that power user can lock two powers AND give insane cdr for such a low investment

rugged matrix
languid thicket
#

That's a cool wrinkle.

queen echo
bold urchin
rugged matrix
tawdry fiber
rugged matrix
#

Yep

#

Or something to dynamise exploration in a season yes

icy nimbus
# lucid atlas IMO cooking special consumables would end up as something that opposing players ...

Agreed, maybe certain sounds play when someone is cooking a specific consumable or you got a notification? I like the idea that you have to cook at base camp and everyone see's when it is finished (and the progress bar when it is almost finished) and then someone can steal it potentially or you can like fight someone for it. It adds another way to fight and incentives PvP so that could be cool

distant vault
#

I really would like a nimbus cloud type consumable. like a one time use platform you throw into the abyss. Would maybe be found in that area with all the wind gust fans.

hearty frigate
# queen echo I don’t like that power user can lock two powers AND give insane cdr for such a ...

huge power user abuser enjoyer here, agreed that 40% reduction is insane and I have a really funny clip posted by Accel from last playtest of having power user plus 2 chonker cannons for infinite projectiles everywhere. I like that it is very strong and unique but 40% is a bit much. I think locking them is necessary otherwise if you get revived with no powers you also dont have a weapon buff. Maybe only locking one slot as a compromise could work

lucid atlas
distant vault
#

What if one slot is locked and the other has reduced cd?

#

Little risk and reward

hearty frigate
queen echo
lucid atlas
olive shore
#

I think that was the case before power user anyway

queen echo
#

Yeah but it wasn’t as bad lol

#

Blink goes to a 6-7 second cooldown

#

And you can’t lose it

lucid atlas
icy nimbus
queen echo
#

Just watch nidhoggs void videos it’s kinda nasty how he can attempt the same play over and over until it works

#

With ZERO drawbacks

lucid atlas
hearty frigate
languid thicket
olive shore
#

The cd is a bit much, but I don't mind the soulbound so much. Endgames often come down to who has the most resources, so having a way to retain some after death is fine with me

queen echo
hearty frigate
distant vault
olive shore
#

I think one slot being locked is a good compromise

#

Anyway, brb

icy nimbus
lucid atlas
queen echo
lucid atlas
#

Also, I stand by #1297244188970057850 message

languid thicket
icy nimbus
zinc creek
languid thicket
queen echo
#

I don’t think the data will tell you anything because I’m thinking about showmatch lobbies and high mmr which is a small portion of the playerbase

lucid atlas
# icy nimbus Ah I see, appreciate the breakdown. Especially because players starting it spont...

Especially because players starting it spontanleously at any point on any basecamp on map doesn't really allow you to be nearby.
yes
meaning either the consumable is weak AF since it may end up being borderline uncontestable since no one can rotate in time, meaning it's not worth it
or it's just too much for a consumable and it just wins fights

also either way how do you know which enemy team has a given special cooked consumable
sure you can go off of team colors (assuming half of a lobby stops getting the same team color) but that requires they never die and another team picks it up, or they don't use it yet, etc.

languid thicket
queen echo
#

Oh interesting

languid thicket
#

Typically, we look at balance data in MMR bands anyway - I agree that's the better way to go, generally.

hearty frigate
queen echo
#

Yeah I see your point, I don’t think in its current state it feels fair to play against when people farm specific powers

hearty frigate
languid thicket
icy nimbus
queen echo
#

You hit two vaults for some of the powers you want anyway, then you farm area bosses for more specific powers

languid thicket
#

It's related to your point around nerfing it such that it's more of a playstyle choice, vs. it feeling like a must-pick.

#

I do want to check how much it was getting picked just in case, but yeah.

lucid atlas
queen echo
#

My power user pick rate was prob like 90% personally lol

#

I felt like most of the time it was just better to have a good movement power on 40% cdr

#

Than taking a stat item

hearty frigate
languid thicket
silent anchor
hearty frigate
# languid thicket I do want to check how much it was getting picked just in case, but yeah.

I feel the current data is valuable but I also feel active powers in particular are one of the biggest learning curves in this game so I wouldn't be surprised if the data does not show how strong it will be in, say, a month worth of play time. Also, in order to take advantage of power user you need to open 2 vaults, and if you are solo queueing you rarely have control over that unless you really force it if your team doesn't want to communicate or wants to do something else. I've found myself opting not to run it in solo que, despite liking it far more than any other option, because I often couldn't get both vaults

distant vault
#

Does power user give lower ap and cd stats btw?

languid thicket
queen echo
languid thicket
icy nimbus
distant vault
#

Hmm. Feels like if you pick it maybe it should give less stat value as a tradeoff

hearty frigate
queen echo
#

I don’t think slightly less AP is stopping a void from locking blink and grapple

hearty frigate
languid thicket
#

I mean as a way to balance - a balance lever.

hearty frigate
#

oh gotcha thanks lol

silent anchor
icy nimbus
rugged matrix
#

That mechanic, it seems fun

queen echo
#

Also to @olive shore yes, you are rewarded late game for being ahead and it’s cool to keep that lead, but as soon as you find good powers after hitting two vaults it doesn’t matter what state your team is in, you still have those powers

hearty frigate
icy nimbus
# rugged matrix That mechanic, it seems fun

It was my fav thing in realm royale. This was like YEARS ago, I didnt play game long but it was so cool when it notified people at these forges that people were crafting items so you had to protect that area for that long. I really liked that mechanics as well

rugged matrix
#

Despite seeing lots of headlines about camp back in the day, in current Supervive I kinda see them as underwhelming

#

Ngl warning you're cooking in the area makes way more meta sense, sniffing that banger smell of you masterfully cooking

#

Tho ye Omni is right

#

There's a lot of things that might end up really unfair

languid thicket
#

Yeah, it's sort of a tightrope for a Base Camp.

silent anchor
languid thicket
#

I don't think I caught the specific idea for the Base Camps - what was it?

olive shore
rugged matrix
icy nimbus
queen echo
#

I’m curious what the data says about power user, I’d be surprised if it’s deemed weak

#

I don’t see the drawback to taking the item

bold urchin
#

Can we get the safelocked leak on how power user is getting changed/if it's getting changed for next patch?

#

I would love to hear what the direction is

languid thicket
#

Unfortunately not. 🙂

#

But I'll have a gander.

olive shore
languid thicket
#

I typically only share when I'm confident. Otherwise sharing here is actually not great for the team.

bold urchin
distant vault
#

Devilish

rugged matrix
#

Can we get the safelocked leak on how mana discussion ended internally

languid thicket
#

Lol. You guys

icy nimbus
#

💀

silent anchor
distant vault
#

She keeps things safely locked away. no way we getting leaks out of her

icy nimbus
#

Jess takes time out of her day to talk to us about state of game.

Us: What about leaks tho 😋

languid thicket
olive shore
#

Can we get the safelocked leak on favorite DnD characters within the dev team?

languid thicket
#

The team actually also does read this thread, too.

languid thicket
#

I love 5e.

unique agate
#

gotta ask shaun for leaks nodd

languid thicket
#

Need to ask the team now...must know.

#

But yeah, with the remaining time left, let me start summarizing some of the items notes...

#

Makes it easier for folks to digest, too.

rugged matrix
#

I phased out long ago (tho I've been designing for entire days recently 💀)

queen echo
#

Maybe I’m wrong about my assumption on power user being OP. I just don’t like playing against it when people have strong red/purple powers, if you wipe 3 of their players, including the power users you don’t get their powers and they get to use them against you again later. This patch especially teams felt very slippery until late game when they are forced to fight and I think power user was a part of the problem. Maybe this is just because of certain synergies with powers but i feel like that’s only going to get worse as the hunter roster grows and people find more combos

hearty frigate
queen echo
#

An example of this is when a void grapple blinks someone two screens away and instantly makes the fight 3v4 without much way to counter it in most situations. If you don’t know there’s a void with grapple blink, it’s already too late for you in most cases. Same with the strength of kp stealth/blink, the power gets exacerbated by adding 40% cdr and the only drawback is you might die, but once your team resses you, you get to try again

olive shore
#

There are many powerful/unbalanced items, but I think it is better to take this time to discuss the systems in the game as opposed to specific items.

queen echo
#

I was told to talk about power user

#

So that’s what I’m doing lol

#

I’m confused why talking about balance is a bad thing

#

It effects the gameplay directly

languid thicket
#
  • Enchantments - Started the conversation talking about old Enchantments. Some debate around whether this should come back in its old form, what the pros and cons of the system were, whether it was valuable to have it be its own separate system or integrated. Some desire to see old Enchantment effects added to the pool of Equipment Passives.
  • More Consumables - Some desire to see more types of Consumables. Some desire for Consumables that you could find and wield in the world (ex. vines you cut that you then use as as Spike Wall.) Wielding what the world give you. Embiggening potions also came up.
  • Scavenging Powers/Consumables - Some discussion around how desirable as a skill this is vs. having it be something you could plan and work towards reliably each session.
  • Deepening Equipment Passive interactions - One idea that came up was - could Equipment Passives play into Consumable efficacy? Ex. Stronger Scan Grenades, more Stacks of Jump Pad.
  • Cooking - Some ideas around - should cooking be more of a thing? Some debate around whether Consumables that grant buffs quickly would lead to more difficult play-against scenarios. Some discussion around ways to compensate ex. communicating power, longer wind-ups.
  • Power User - Feeling that this seems like a must-pick, particularly at high MMR where stronger Powers and Power combinations are better understood. Some like the shape of this because it allows you to be wrinkly in your build; others want to see more of a trade here if someone builds it.
#

Nooo, my format.

#

Editing...

#

Also, talking about balance is all good! I asked for the feedback.

lucid atlas
#

Balance of one specific item still ties into balance as a whole anyway.

olive shore
#

It isn't a bad thing, but I wanted us to keep in mind that it is one of many problematic items. We could also discuss Amplifier, or Greed, or Rampage, or so many others, and those conversations would be valid, but I think only so much can be considered before we need to look at the systems that enable items to consistently be a problem point

lucid atlas
#

Since "why is this item too strong/weak/etc" inevitably ties into the overarching systems.

queen echo
#

The system is evolutions right and this specific evolution is strong in my opinion

distant vault
#

I think its been taken into consideration and can be now moved on from?

queen echo
#

lol bro

#

Everyone is dictating the conversation rn

#

I said my final piece

distant vault
#

I do agree with you. And you where told to talk about it. so its fine

queen echo
#

And amp is situationally good but has clear drawbacks, whereas I feel power user is lacking any drawback

distant vault
#

It doesnt really have a drawback so

languid thicket
#

Yeah, it's all good. We talked about Rampage and Amplifier before - it's helpful to understand how much of it is balance vs. the gameplay output people are nervous about.

hearty frigate
queen echo
#

Yeah premade teams can drop the same spot every game and get the same powers essentially

languid thicket
#

@queen echo Can you take a look at my summary note around Power User? Double-checking that I've reflected back your note.

queen echo
#

I don’t think it’s power is understood outside of a few teams and players

#

But I’ve been vod reviewing a lot and I’ve noticed how consistent power user is for teams success rates

rugged matrix
#

Great summary

languid thicket
#

Oh, my scavenging powers/consumables note got cut off - one sec.

#

Ok, now we're good, heh.

languid thicket
queen echo
#

I’ll be honest I think low mmr players just click the recommended items

#

But maybe they are using it

languid thicket
#

Yeah, I guess I should say - low to mid.

#

You're probably right with Low.

distant vault
#

Im gonna say a little view on item stats. I think you could have different feels to the items if they had different stats. Like techblade giving less AP but was more CDR heavy. More abilities but less dmg.
Kinda how in league if you go for a cd ap item you tend to trade burst dmg for uptime.
Kinda wish items had those kinds of trades rn. and that manablade was more of a choise for "I want forgiveness for occasional misses and be better in a long fight" not "My hunter NEEDS manablade to function

queen echo
#

I believe the first evolution patch toyed with stat differences between evolutions but it wasn’t well received im guessing

olive shore
#

Yea

hearty frigate
#

I feel like manablade alone could have an entire 3 hour discussion around it, for another time, definately something id like to be a part of as well

queen echo
#

It gave players what felt like even less of a choice, you wanted the most dmg output

distant vault
#

Kinda meaning that as baseline you feel like you have a techblade but I guess dmg is just too important

distant vault
hearty frigate
#

oops i missed it i guess lol

queen echo
languid thicket
hearty frigate
#

Also super random kinda off topic note, now that the weapon upgrade system has changed could we see the return of vampiric helm 👀

silent anchor
distant vault
#

One thing that I think kinda ruins league players is stat websites. I feel like I have way more success when I go for an item I THINK would be good instead of going for the build that is "reccomended"

queen echo
#

Raw damage is going to be what people pick and play with the most because at the end of the day every hunter wants to deal as much dps as possible. CDR for damage means more uptime on abilities but overall less dps

rugged matrix
distant vault
#

Talking with some OTP's Ive noticed they have insane matchup excell sheets with items that work well against certain picks. Lightrocket (challenger TARIC Jungle main) goes a different build every game and adapts to what the enemy has

distant vault
#

Azzap (velkoz goat) has the same thing

silent anchor
languid thicket
#

I wouldn't say ruin, but it definitely..heh. There's a lot more consolidation that happened over time.

rugged matrix
#

Me too

distant vault
#

I do the same thing with my UDYR

languid thicket
#

But it did teach me that a lot of players also don't want to engage in League in that way.

#

I was sort of surprised because I actually don't love looking at guides.

queen echo
#

League has so many champions and items it’s overwhelming for most players to theorycraft

languid thicket
#

But yeah, you'd be surprised how many people don't want to engage in itemization.

queen echo
#

It’s much easier to google a build and play

rugged matrix
distant vault
#

Imo kinda fault of the tutorial for telling you to go thronmail on ashe

languid thicket
languid thicket
distant vault
#

I feel in love with leagues itemization but that kinda fell off in the last years

languid thicket
#

I can't stop a player from using op.gg or using Blitz.

queen echo
#

Not rly a skill issue just I don’t want to critically think about itemization on a video game issue

#

League already has a lot of things to think about

silent anchor
languid thicket
#

We could theoretically try to reduce scraping. But there are many teams who want to offer that kind of info, so it usually is just a matter of time. Which is tough, because a lot of website have incomplete information, too.

distant vault
#

One person who is an avid hater of stat websites is mortdog from the TFT team. he vocally has been against stat websites because he thinks they make people worse at the game and less adaptable

languid thicket
queen echo
#

I will say I think my skill trajectory on supervive vs league is insanely different because there aren’t resources to find the most optimal thing online

rugged matrix
#

Players, or should I say people, tend to chose the path of least resistance. Having a path all figured out, mathematically correct and consistent on all aspects is that said path, so no wonders it's used a loooot and people refuse to take the time. That's where the grey area is, would have they really engaged in it if it wasn't helped by what is mostly a solver using data gathered on players? Eeeeh

queen echo
#

League for me was focusing on matchups and win conditions, items I just locked it in and played outside of healing reduction and other small situational things, but I’ve never been a player to theorycraft builds in ranked against different comps and matchups

rugged matrix
languid thicket
rugged matrix
#

AEURGH 🤮

languid thicket
#

Hahaha.

#

I think it's just..therapeutic, maybe?

#

I don't think ill of anyone for it.

silent anchor
#

so how can you encourage players to think about things like itembuilds instead of just using the first search result

queen echo
#

You get off your 8 hour shift

#

You just wanna play

distant vault
languid thicket
#

Yeah, I think people just want to feel something. Win and chill out.

unique agate
#

i use it sometimes when i just wanna turn brain off and watch series

queen echo
#

I think league would be a much smaller game if not for stat websites

languid thicket
#

Most likely.

queen echo
#

Casuals would be overwhelmed

distant vault
#

But a shocking amount of people who try and grind ranked do it and its weird to me

rugged matrix
languid thicket
#

It's definitely a - I shout from my lawn type of thing.

distant vault
#

Did league have stat websites in the first years?

limber hornet
rugged matrix
#

I REALLY dread it

languid thicket
queen echo
languid thicket
#

End of S1...I don't remember.

unique agate
#

mobafire builds meme

distant vault
#

If you google X champ name from league you get X champ aram mobafire very often

queen echo
#

Brand new players aren’t going to know about those websites, sure but I think a casual level 200 is using those websites

limber hornet
rugged matrix
#

Standing together in disbelief 😭

languid thicket
#

Hahaha.

#

I think one thing that's nice about SUPERVIVE being an action game, though. Is that it gives room for misplay.

#

Even if you know the "right" answers.

queen echo
#

You’re going to google builds

#

And figure out what’s meta

#

If you didn’t have those resources you’d just get confused and have to start over

distant vault
#

I used the build sites as training wheels basically

languid thicket
#

Totally. And sometimes it's just fun content to watch, too.

rugged matrix
distant vault
#

but once I understood how stuff works I realized they where holding me back

limber hornet
queen echo
#

I imagine if there weren’t resources for people to use the game would push a lot of people away

silent anchor
languid thicket
#

I wouldn't describe the funnel as - I go to a guide, then choose whether or not I'll play.

queen echo
#

Yeah it’s more like idk what’s going on let me just google what’s good on my character

rugged matrix
languid thicket
#

The more likely funnel was probably - I play, but I want to get better and win more. Where can I go to optimize?

#

If there isn't a clear answer, you're probably more likely to churn faster.

#

If the answer at least - I can go to a website or an app for clear guidance on what I can do better - that can help.

queen echo
#

They’re going to see the 6 items they need to build and not read the guide

#

And just play

rugged matrix
#

It's great also if the game has goalposts that are easily identifiable to determine general strategies to opt in, and why those are strategies

lucid atlas
silent anchor
queen echo
#

Okay but we’re talking about casuals guys

languid thicket
#

Alright. I know we're deep into the API side of things. But it's 1PM, so I should probably take off.

rugged matrix
#

Ye, take some rest, tomorrow is monday

#

And mondays are long

queen echo
#

They don’t care if it’s optimal use

languid thicket
#

I appreciate y'all.

hearty frigate
#

thanks for stoppin by!

languid thicket
#

Please feel free to keep going, as usual. I'll be reading!

queen echo
#

Have a great Sunday 😄

limber hornet
rugged matrix
#

Have a good night, love to discuss!

languid thicket
#

You too!

rugged matrix
#

Oh wait

#

I'm brainrotted

olive shore
#

Cya safelocked! Take care

rugged matrix
#

It's afternoon for you xd

languid thicket
#

Haha, all good. If it's evening for you, good evening!

queen echo
olive shore
#

DnD still going. We're easter egg hunting for portable holes. Gotta go!

lucid atlas
queen echo
#

They aren’t tho, you find chovys build for the champion and you run it

#

No thinking required

lucid atlas
queen echo
#

The average player

#

Not someone trying to be challenger or diamond

#

A guy in silver

lucid atlas
#

I'm a guy in silver and I definitely do not just mindlessly follow builds.

queen echo
#

You’re speaking for yourself here

lucid atlas
#

Correct.

queen echo
#

You aren’t the average player in this case

limber hornet
#

Ngl I still use aram zone and I have challenger aram mmr

queen echo
#

Even if your mmr is average

lucid atlas
#

I defer to my previous statement #1297244188970057850 message

#

Those two things are inherently different things, even if one may lead to the other for some players.

queen echo
#

You just admitted they can be connected

lucid atlas
#

I never claimed they could never be connected.

#

I claimed that they were separate things.

#

tl;dr: A -> B =/= A == B

queen echo
#

And I never said they were exactly the same thing for everyone but some people will look up what’s good for my champion; find the highest winrate build and play

#

They didn’t sit there and read a 50 page guide or vod review to find the most optimal build

#

You might do that and most people who are trying to get better will do that as well, but the pipeline for the average player is let me see what good players are running or what is the most upvoted build, or what’s the highest winrate build and then they run the build

lucid atlas
#

I am not contesting that the "average" player will likely go with whatever is most commonly built.
I am saying that "using resources" is different from "mindlessly following resources", even for the average player that does both.

queen echo
#

You’re diving into semantics I think

#

Using resources is the same as finding a build

#

You used the resource available

#

And found your optimal build

limber hornet
#

Just be bigbrain and figure it out yourself

lucid atlas
#

"using resources" and "finding build" are largely interchangable in this context.

queen echo
#

Yeah so what’s the issue lol

#

They are interchangeable

lucid atlas
queen echo
#

Okay we are talking in circles

#

Let’s agree to disagree

lucid atlas
olive shore
#

Yea, that's Gay Dad's point

queen echo
#

That’s called talking in circles

lucid atlas
#

Feel like it's more miscommunication on my part about what my point is rather than anything else

#

but oh well

rough peak
#

i missed the items talk, but my 2 cents are the current system is the best one, personally wouldnt change anything.
but would like the shards to group when they're close together so its easier to pick up.
And that when you swap the items in your inventory they change the prio in which they upgrade(just for some extra minmaxing)
and if you pick up a helmet on ground when hybrid it goes into the appropriate slot and not the blade slot.

turbid vine
#

Woah there were some interesting discussions in this chat earlier today.

I am now totally flashbanged by the idea of craftable powers. Someone earlier said that keeping the power budget on items relatively low makes sense, and I fully agree with that, because you cant predict what is in someone's inventory. Like even jump pad is borderline a little too strong for an item. So craftable strong items = bad (IMO).

But what if instead of crafting items we're crafting powers? power budget problem is now gone. Also, if we lock certain components behind certain biomes it now further incentivizes that gathering fantasy. And now we're adding further diversity to the map as well, like maybe over in chaos steppes there is a component that can be crafted into a relatively strong power that further incentivizes teams to drop there. It would be a good way to help balance the map which (IMO) in current state feels pretty unbalanced. (1/2)

pliant coral
# languid thicket Please feel free to keep going, as usual. I'll be reading!

Okay I was mentioned above by @rugged matrix and I wish I was around to chat because this conversation about itemization looks like it was a banger. I'd feel pretty bad if I didn't at least try to get my take seen by a developer so here's a link directly to it on @olive shore's thread. #1299487716131733504 message

To sum it up in way too few words to hopefully grab your interest:

Standardized item stats, more unique gameplay altering passives, less combat stat changes.

Thanks a ton in advance if you end up checking this out

turbid vine
#

The other side of this is that now managing inventory has a bit more depth, like do I want to hold this jump pad or all these components I want to turn into a banger power for my hunter? There could also be craftable (low power budget) items too but it would be cool to incentivize component hoarding a lil bit. (potentially hairbrained idea that is probably a bad idea because some people play solos: but imagine if to craft really good powers it was a team effort where you needed more than 1 inventories worth of components, then you throw em all in a pot and it takes some time to brew with a notification on the map).

The other fun side effect is that now power acquisition feels marginally less RNG, because you can go to different biomes to get components to craft powers as this alternative build path option if your vault gambling isnt going well. Now I'm even imagining if everything but red powers was craftable, and the recipe takes from further and further biomes as you move up the rarity gradient for powers. At the very high end of powers maybe you even have teams considering taking big risks to acquire components, like splitting up after drop to loot 4 very distant biomes. (2/2)

rugged matrix
# turbid vine The other side of this is that now managing inventory has a bit more depth, like...

The cooking idea I had had very similar branches too that your powers can stand on too: Hoarding and stealing. Like you said you can make powerful things out of 2 components at the opposites of the map... But if you're "lucky", you can stumble upon a team that has what you need, or you can be such a team.
So you end up with a deeper "Is it worth fighting" and map path analysis than before, that might not be a great idea for now, but could kick the game again when it's installed.

But ye maybe Power Crafting is more interesting than Cooking, or both could exist dunno, I'd love to see emphasis on gathering/scavenging/inventory management and that idea in Realm Royale where it notifies teams that something's brewing could add both a beginner friendly incentive and goal to camps, both on the go craft and go pillage side.

Now we need to Terrablade of Supervive

spiral fable
# rugged matrix The cooking idea I had had very similar branches too that your powers can stand ...

while i like the ideas of this (especially in terms of powers); I do think it's important to not over-incentivize PvE. Fighting should be incentivized in BRs, as with no incentive the best way to win would be to hide until top 2. I hope if this idea gets implemented, that there's some consideration to that too.

I don't know what ideas were made for gathering components. But maybe the vaults in the zones could hold the components?

rugged matrix
#

And since you need a camp to craft/cook it, when it gets notified when it starts, defending the camp from other players will be the key of it

spiral fable
rugged matrix
#

Also you're encouraged still dealing with other teams, they might have ingredients/components on them that you don't, and might open new recipes

spiral fable
rugged matrix
#

For cooking (crafting powers isn't my idea), I had something similar to Core Keeper or even the more recent Echoes of Wisdom : each ingredient has a specific, mostly stat (altering) effect, and cooking makes you pick 2 ingredients, mix their effect and strengthen them for that day phase when consumed

#

Each biome having its own ingredient

spiral fable
#

If you read new player feedback in some of the other discussion threads, a key take-away is that the map already feels a bit overwhelming and confusing to new players; So I wouldn't want it to be too complicated. And I think it's hard to both get the fantasy of "this system is cool and interesting" while also not making it unnecessarily complicated to get into

rugged matrix
#

Ye I get that too, tho I'd say one of the reasons it's complicated is that there is no big goal post of getting a camp too

#

Its impact might be too diluted for now, despite being quite powerful

#

It's full of "you can", but no "big time" if you get what I mean

spiral fable
#

I mean, the basecamp is already incredibly powerful in the macro game. I don't think adding another, possibly convoluted, system would make new players more likely to realize the basecamp strength than they already are - but I could be wrong. I was more enthusiastic about the idea when I started chatting here, but now I'm maybe thinking that this is something that should be left to cook (pun intended) until the game has matured a little bit and the current objectives feel more obvious to the playerbase?

#

I think it's a cool concept tho!

rugged matrix
#

Oh I deffo agree on that one, that type of concept has barely any place on release

rugged matrix
vapid garnet
spiral fable
vapid garnet
#

And don't get me wrong I agree with people that think Power User is interesting and I think it is a great design just because you focus more on using powers. The thing is just that dying is very "free" at the moment. Someone getting knocked is not that big of a deal and getting stomped is not that big of a deal either. With Power User you spawn and run to a shop to buy an armor and run it down again. Sometimes people do a split revive and the other person jumps off the map to get revived and get the band back together. I don't think intentionally dying should ever be a thing.

spiral fable
#

To me it also matters that it's really hard to know when entering a fight if the enemy has poweruser. You either need to know the player and their habits, or have fought them previously. You could go for a risky fight and go all in to try to claim a couple red powers for the comeback, while the enemy isn't actually risking anything as long as one of them escapes. If at least the red powers dropped still, then there'd be some reward for taking a risky fight like that - even if they keep their purples

hearty frigate
# vapid garnet I know I'm late to the party. I am not sure if it was mentioned but I didn't see...

This was discussed, the problem is that if both powers are soulbound dying is much less punishing, but if no powers are soulbound you effectively don't have an evolution when you are revived. An idea people came up with was to have one slot be soulbound and the other slot receive the cooldown reduction, so you had to risk your power that you are leveraging for cooldown but at least get to keep one when revived.

cloud pewter
#

I feel like stat websites help people just pick up a character without having to think too much about things surrounding the character, they can just go for the genuinely optimal items whilst focusing more on piolting the character

#

As people become more acustome to the character and get more games/experiences that's when i feel like they start changing the build situationally like most better players should as now they have a understanding of the character to the point where they get more headspace to think about how to build differently

#

it's easy to play yone and just go xyz items for damage and focus on using the kit of the character efficiently instead of thinking "grasp or pta" "crit or bork for this comp" as well as still not fully understanding how to use the kit properly

#

At least in lower mmr lobbies or supervive which i've been in by playing with some friends most things outside of damage don't really seem to effect fights/outcomes that much, i just told my new friends to just go reccomended and focus on what they're actual abitlies/character does before tinkering around with items and such as that should always come before theory crafting

#

Items still kinda suck for that theory crafting anyways but that's been said 100 times already

vapid garnet
# hearty frigate This was discussed, the problem is that if both powers are soulbound dying is mu...

Ok sorry I missed this part. That sounds like an interesting idea and I like but I still think the red powers should always drop on death. For example, I don't think CDR is very important for blink. If you get a blink stun on someone and delete them instantly, you have won already.
There might be some red powers that do better with CDR than others, but I don't think most of them scale that well with CDR. I am not saying that CDR on blink is not good but I would think that the biggest value for blink comes from the actual "blink reveal".

hearty frigate
#

yea safelocked mentioned using power locking as a lever for balancing so theres a lot of options for the TC team to pick; im curious what they will try next

languid thicket
#

Morning!

tawdry fiber
#

Morioh Cho Radio Good morning!

languid thicket
#

Just got to this coffee shop.

#

Think I can spend an hour before errands - so I’ll spend some more time afterward when I’m done with those.

#

Reading what’s above…

bold urchin
#

Good morning Jess!

jaunty blaze
#

Good morning c:

languid thicket
#

Morning!!

#

Alright, yeah - I think the API discussion outlined a good debate. The tension continues.

#

With the game coming out soon, anything we want to cover today?

#

We could finally go back to one of the Hunters, heh.

bold urchin
#

Is there something the team is looking for feedback on in particular?

#

Oh!

#

one thing I remembered

#

I think spell icons look better with dark backgrounds

#

E.g. kingpin's current spell icons

#

These are all nice dark background icons which makes it easy to see them at more of a glance

languid thicket
#

When you say look better, is it mainly a style preference, readability, or--

bold urchin
#

but we all know these are WIP

languid thicket
#

Yep.

bold urchin
#

and then assault's new icons

languid thicket
#

Helpful! Understood.

bold urchin
#

the white makes them look cheaper and harder to read for e.g. cooldown timer & out of mana etc.

dense swallow
#

We are all gamers. We know dark mode is goated

bold urchin
#

it also looks out of place compared to basically every other game's spell icons being primerily dark (outside of maybe overwatch? but those spell icons are slightly translucent I think?)

tawdry fiber
#

Yea, the readability of those are a but rough, also dont know how "at a glance" I can get info on if its on cooldown or not

languid thicket
#

We're tuning how much of that light color we're using too.

bold urchin
#

👍

#

my personal thought is that the ultimate has a good ratio if you want it, the others are all far too white

languid thicket
languid thicket
bold urchin
#

I like the new icons a lot

#

but its just strange for it to be a white background

tawdry fiber
#

I think just for a rule of thumb there shouldn't ever be a question of "Is this on cooldown" or not, even at just a glance, the contrast between Dark Icon and Light "On cooldown" hue should be strong

languid thicket
#

Yeah, no disagreement there.

#

I don't think stylistically it pinged me - mostly because the updated HUD shares some of the same palette. But the deeper reasons make sense.

dense swallow
#

Can you share anything on season progression, events, approach on the content in the future and etc? For example, what are your thoughts on seasonal events, how often will ranked be reset, thoughts on valorant approach with episodes and acts, and league just having a season a year with multiple "sub" seasons. Any opinions tc would want from us there?

languid thicket
#

I think Seasons are defined differently depending on what game you play.

#

The classical definition of MMR reset, big content updates, events.

#

For Seasons, we've charted out when MMR resets would happen, and rewards...

#

For content updates, want to make a new construct called Arcs. Idea is it'd be a set of updates, and related follow-up ones during the course of that Arc.

brave heron
#

which timeframes are we looking for here with arcs?

#

Like how often can we expect to get gameplay relevant updates?

olive shore
#

Hey there, hopping in for a couple mins before the custom character presentations, but wanted to say hi

dense swallow
olive shore
#

I like the name "arcs". Seems like it could lead to a lot of cool stuff

languid thicket
#

For Events, sometimes games make seasonal ones or their own. I think we'll probably want to explore both.

languid thicket
tawdry fiber
#

Wait, so we gunna get a tournament arc?

#

OR A CHIMERA ANT ARC????

languid thicket
olive shore
#

Open beta'll be our training arc

languid thicket
languid thicket
#

Hahaha.

tawdry fiber
#

Cause it's the best arc

dense swallow
# languid thicket We're looking at both at some cadence. Do you have preferences?

I like the idea of soft/medium resets. One worry i have with a full reset for example is the slug fest at the start of season where newer players or not as good players feel like they just get stomped until people are were they belong. I think it could be a turnoff for many people which leads to them not playing the game for a week or two until people have upped their mmr. If that makes sense

languid thicket
languid thicket
brave heron
#

I said it

dense swallow
#

A big fan of arc idea btw. I love having 1 year as 1 season. But mixing it up with multiple arcs a season sounds dope

languid thicket
olive shore
#

I also like 1 year as 1 season. It never made sense to me when a game was out for only a couple of years but they were on, like, season 23 or whatever.

languid thicket
#

Greed island? Yeah. They had a fun ruleset.

brave heron
#

Dude is severely addicted to video games so it really had the details

#

Greed island yee

#

sorry its been very long lmao

hearty frigate
#

Are we talking resets on mmr or rank or both? All a hard mmr reset does is give pro players 10 games to stomp new players, but a soft mmr reset does that to a much lesser extent. Not sure what use an mmr reset has, but a rank reset would only function to incentivize people to climb again assuming there is no intraseason rank decay, in which case if mmr stays constent high level players will face the same opponents since, correct me if im wrong, even when queueing ranked the game matches based on mmr and not ranked. Just my 2 cents

languid thicket
tawdry fiber
#

Just as long as the Arcs dont drag on too long

brave heron
#

XD

#

the octopus bs was making me wanna pull my hair out, i watched the eps as they came out

languid thicket
tawdry fiber
#

Lol

languid thicket
#

Hahaha

tawdry fiber
#

I love it

#

I just think that staircase scene is so funny

languid thicket
#

It's pretty funny.

bold urchin
#

a good satisfying click

silent anchor
#

I need more Frogs in the game please and thanksfroggychair_jump

dense swallow
#

Will we have player profiles that are public, so people can go into each others profiles and see stats, games etc?

languid thicket
languid thicket
dense swallow
#

Also note. You know showcasing mastery and banners etc on profil

#

And when will we be able to dm eachother when we are in lobby? So I can send message to my friends while they are in game and tell them they need to jump into the abyss so we can play together

hearty frigate
# languid thicket Mm, have found hard resets are also nice for players who wanted to climb in high...

From a casuals perspective, i play apex with my brother in which we are midlevel to mediocre level players (stop climbing at plat / diamond). When this newest season rolled around my brother got excited at the prospect of everyone starting over on bronze iv but was still complaining every single game "omg these guys were preds last season why are we in their lobby" and now that it shows ranked distribution when starting the game "why are there gold ranked players in our lobby we've only been playing for a day?". But i personally dont mind getting stomped by better players since its inevitable no matter how the reset goes if mmr is how games are balanced. Just thoughts i guess

#

But even if that sounds discouraging apex is still the only videogame he plays so i guess it doesnt matter lol

languid thicket
#

Helpful! And yeah, depending where you are in the bands, different people will have different versions of climbing.

#

But this is great.

#

I do have to run - have some errands to do.

#

Will probably leave it at this and muse more on Ranked given I dropped some season notes.

#

Heading to G-Star soon, so will grab footage too. 🙂

hearty frigate
#

Thanks for stopping by as always!

languid thicket
rough peak
# languid thicket Yeah, for sure. It's a balance between that vs. feeling like you'll never catch ...

For this ive had the idea for overwatch where MMR was a big issue when it came to ranked. That for the top you do a hard reset and below you do a soft. So lets say everyone in legend, grandmaster and master get hard reset MMR and ranked down to bottom of Master and then everyone below those ranks get it soft. Usually there is a problem with smurfs, boosted accounts, cheaters etc that shouldnt be in the top rank that easily climbs back because MMR wasnt reset hard enough

#

Seen this in every game ive played

#

doesnt have to be the exact parameters i set, but fine tuning something like that could be a good answer depending on what issues is being seen

#

Also have ya'll made any thoughts on the infinite rank clilmb that BRs have?

rugged matrix
#

I missed it today, but this week end was quite wild on my end lol

cloud pewter
#

I do hope there something to grind for the casual player which isn’t ranked, whether thahs a fun battle pass or weekly events with cool little rewards

distant vault
#

So just asking is there going to be talk today in here or do we stop doing these now that release is close?

bold urchin
#

I think they're quite busy

#

Let's give them some time to ship the game c:

turbid vine
#

Only 4 days is crazy

silent anchor
#

Lets go TC! You are awesome! You got this! frogcuddle

languid thicket
#

Morning!

#

Just landed from my flight. Team is definitely cooking.

#

I could definitely..use a nap. Hah.

bold urchin
#

Hiya safelocked

bitter belfry
#

hiya safelocked

languid thicket
bitter belfry
#

I really did not mean to copy the message lmfao

silent anchor
#

Hi safelocked How was korea ? Are they as hyped as we are ?

languid thicket
tawdry fiber
#

Hi Safelocked

bold urchin
#

:p

bitter belfry
#

gotta be honest, there was not nearly enough fire in your room for a Fireside Chat smh my head

languid thicket
tawdry fiber
#

Oh

#

Sorry

#

Hiya Safelocked

languid thicket
#

First day I was there, lines got up to an hour and half to queue to play.

unique agate
#

hiii

bold urchin
#

That's exciting!

#

Did you guys play at all?

languid thicket
#

And that was during a weekday. Weekend’s going to be crazier.

silent anchor
#

Huge and they got some merch im a bit jealous tbh

bold urchin
languid thicket
languid thicket
#

Wanted to play so bad crying

bold urchin
#

Us too

silent anchor
#

soon

languid thicket
#

Want to take some inspiration.

bold urchin
#

So cute

languid thicket
#

Omg

bold urchin
silent anchor
#

lmao i just realized

#

OTSU

languid thicket
#

Oh, I don’t even think I saw some of this!

#

The merch bags were huge, though.

#

Everyone was walking around with SUPERVIVE branding, heh.

bold urchin
#

Puppy told me she requests she gets sent some stickers haha

languid thicket
#

I’ll ask to see if we can get some, definitely.

#

Can unpack what I have to double-check, too.

#

Went straight into two press conferences, so didn’t get a chance to look at it all.

bold urchin
#

Oh wow o:

#

What kinda stuff were you asked?

languid thicket
#

Let’s see..

#

There was one for Japan and one for Korea.

#

In the Japan one, folks asked about release date, how we think about toxicity, where the idea of the game came from, what we were inspired by.

unique agate
#

oo

languid thicket
#

There were also players who played in earlier tests and wanted to just queue up more.

tawdry fiber
#

Super excited to see what merch we are gunna get

bitter belfry
languid thicket
#

Getting through customs, one sec!

icy nimbus
#

Def take a well deserved nap Jess! Happy to hear you got back safe and everything 🫡

jaunty blaze
#

yep! Make sure you get some rest, that's a lot of timezones to jump

distant vault
#

I despise timezones

hearty frigate
#

Woah Safelocked is here! How do you feel only days away from release? Stressed, excited, nervous? I bet you and your team is going crazy right now lol. Love all the work yall been putting into this game!

silent anchor
rugged matrix
#

Heyo Jess!!

#

Yeah you need to take some rest

languid thicket
#

Alright, now I’m back. Out of the airport!

#

Freedom.

jaunty blaze
#

Welcome back c:

#

and happy birthday shivhehe

languid thicket
#

Th-thanks 💀

hearty frigate
#

WOAH ITS SAFELOCKED BIRTHDAY AGAIN? Thats twice this month lets gooooo

bitter belfry
#

BIRTHDAY TIME LETS GOOOOO

jaunty blaze
#

Yea it's crazy

languid thicket
#

WAIT

jaunty blaze
#

AHAHA

rugged matrix
#

HAPPY BIRTHDAY

#

IT'S YOUR BIRTHDAY RIGHT?

languid thicket
#

LOL

#

crying hahaha

hearty frigate
#

🥳

jaunty blaze
languid thicket
#

❤️

rugged matrix
#

W Supervive

jaunty blaze
#

truly a W

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can't wait to have supervive cons in other countries

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eventually

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That sounds like so much fun

hearty frigate
#

vivecon!

jaunty blaze
#

yeah!!

silent anchor
#

It's my mom's birthday LMAO I was really confused right now

jaunty blaze
#

LOL

rugged matrix
#

Btw I ask this because I don't know better, I won't have issues if I do a full Supervive typed font for the wiki, right? 👀

#

If Vivecon is organised in Paris or Lyon, I might do the trip there

languid thicket
jaunty blaze
rugged matrix
#

Good, I just need to actually do them and not just have an extra rough lying around

distant vault
#

The letters

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What should we get for safelocked as a birthday gift

rugged matrix
#

If I knew I would have finished the font . . .

jaunty blaze
#

i forgot this was a sticker 💀

hearty frigate
distant vault
#

Ill buy the supporter pack

languid thicket
#

Jumped into a taxi and just saw all of this.

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I think I’m about to pass out but before I do—

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Love you guys.

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Can’t wait to play with everyone, too.

unique agate
#

get some rest jess

rugged matrix
#

Yup

bitter belfry
#

Rest well! I can't wait either

languid thicket
rugged matrix
#

Based

distant vault
#

Yipeeellunaheart

sand sail
#

Have a good rest jess! excited for launch mythsalute

languid thicket
#

We’ll go back to regular scheduled programming on talking about what’s in the game next week!

rugged matrix
#

Probably one of my best experience in game testing and thus far

cloud pewter
# languid thicket Same. I actually love what Nexon’s been cooking.

What role does Nexon play in Supervive Korea besides publishing the game, before I thought it was just allowing the game to be played but I’m guessing all the extra little things they’ve been getting such as certain emotes and stuff are implementing from nexus and not TC just giving them extra goodies?

#

Sorry if I explained poorly hopefully it’s understandable just curious if the extra Korean stuff is from nexon or TC giving them extra

rugged matrix
olive shore
#

Holy

pallid gull
#

Looks so clean

rugged matrix
#

I'm exhausted... I'm done with the alphabet but holy did it take hours...

pallid gull
#

you're goated Nitpy ellunaheart

worn rampart
#

Hey!
Happy birthday.
And happy birthday to the Supervive too!

brave heron
#

Happy Birthday!

#

even tho im a bit late :D

alpine matrix
#

i mean break his shield and he's just a running puppy, the difficulty as Oath is to handle and absorb damages with it, if u fail at shield gestion u break it and u can't use 2 spell in the kit, also bugs on Rampage allow him to get fullstacked just spamming Shield 10 times, the Rampage nerf is a great thing to balance him and the change on the hammer throw too. For me base damages are too high and stats scaling should be the balance point

brave heron
#

Oh i know how to play against him its just not fun man

#

Every single fight i attend with an oath it doesnt matter what i pick i have to play his game and even if i do everything perfectly a tank character jumps on my teammates and oneshots them immediately without any risk is just dumb.
Either let him do that and let him die on the first mistake like every other character capable of doing what he does or just dont let him oneshot my teammates immediately

alpine matrix
#

Are you saying Oath can OS a whole team ?

brave heron
#

I didnt feel like this on the first few patches this was a thing

alpine matrix
#

I think as oath player if there's a felix we can't even handle a 1v1

brave heron
#

Youre in the bishop channel, i shit on oath im very well aware of that, but it doesnt matter if he just gets to kill one of my teammates with us not having anything we can do to turn the outcome of the fight from that point

#

You cant kill the oath in a reasonable amount of time, you cant save the wisp with oath on top of it and you cant try to go for a different target that has a half hp in one swing damage dealing oath between you

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And he does all that while being tanky enough to handle all the burst in the game with the sole exception of joule who needs his shield to be downed to even play the game remotely

#

Oath is exodia right now

alpine matrix
brave heron
#

Theres a reason every team has him in showmatches and the teams that dont never come close to win

alpine matrix
#

Because he's the only one hunter with that concept of gameplay

brave heron
#

In fact i even said that being able to 1v1 him isnt even my issue 💀

#

the entire reason i wrote that message was to signify that

alpine matrix
#

hmm mb then if i misunderstood the statement

brave heron
#

no hes the absorber on top of being the tank, on top of being the wisp saver and also the wisp killer, on top of being the oneshot burst, on top of being area control

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I dont hate if your character is an allrounder

alpine matrix
#

Shrike is a great response to him, shiv too, and felix too

#

match up i guess

brave heron
#

shiv yes, felix yes, shrike i feel like only will work against shit players tbh

#

ive seen oaths just shit all over shrikes all day i think its one sided but not on shrikes side

#

bishop is amazing vs him

alpine matrix
#

hmm the pressure Shrike can put on him with a bullet that can 3/4 the shield if u miss the timing to absorb the bullet

alpine matrix
alpine matrix
brave heron
#

i think everyone here would agree shrike gets worse the better players get it just gets harder to hit when people dodge

#

bishop will remain amazing vs him

languid thicket
#

Morning!

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I’m about to drive - going to grab some coffee and get set up.

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May need..30? to set up the new thread.

rugged matrix
#

W

ember kettle
#

W

distant vault
#

W

languid thicket
#

The coffee line is .. very long lol

tawdry fiber
#

Uhhh

#

Did you take a wrong turn at Albuquerque?

languid thicket
#

In the meantime, here’s my G-Star bathroom selfie with Oath. oathblush

distant vault
#

Which bathrooms does oath use

tawdry fiber
#

That's awesome

tawdry fiber
#

Questions Safelocked, how nice of a lunch should I go get?

languid thicket
languid thicket
tawdry fiber
#

Either just some over roasted pizza, or, kinda feeling like treating myself

#

So like $90 lunch

languid thicket
#

As an enabler, I feel like this is a good week to eat well.

tawdry fiber
#

Normally I get Steak from this place, but I think I may mix it up

languid thicket
#

We need a food pic!

tawdry fiber
#

I will post it

#

Dont worry

delicate maple
#

Imma just have some gourmet Cinnamon Toast Crunch 😎

languid thicket
languid thicket
rugged matrix
#

Supervive team deverses croissants & pain au chocolat

pliant coral
#

Chocolate Pain

rugged matrix