#Next Fest Megathread
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True true
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.
Then*
But idk, just something to be aware of.
Part of the many tricky things to handle for sure
I have been so heads-down all!
Sorry about being MIA today. I’ll read up on everything today. 🙂
Also - I’ll spend tomorrow morning responding and asking questions around 10AM PST.
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 🤓 ☝️ "
Also sorry if I pinged
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".
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.
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.
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
It also doesn't feel like much of an adventure to collect consumables anymore
You kinda get them everywhere
And it's not targeted really
Will agree with this.
EMP grenades getting cut honestly felt really weird. Sure, they were strong, but they also added nice variety to the consumable aspect and gave a unique reason to be in Immotek.
Consumables being the same everywhere feels bland.
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
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
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
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
But also stuff like antiheal should be a debuff which permanently shows when active rather than getting covered up by other debuffs
I keep thinking of new ones every now and then but I keep getting capped by the 1hr slowmode on making feedback posts
Ground targeting circles should be on by default
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
There should be a hotkey for dragging a stack of items out of your inventory rather than one at a time
E.g. alt + lmb drag picks up all 3 of my food, or drags all of my hypervives
Rather than having to drag and drop 1 at a time
I think "cancel targeting" should be something like X by default not rmb
Or if it is RMB it shouldn't cast your RMB when you click RMB to cancel
The keybind should also be indicated on the screen somewhere when you have the targeting up
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
Maybe more controversial but I think there should be sfx for vault pillars getting killed
I think the UI element for indicating my teammates have ultimates skills be more clear
I think my ability cooldowns should be pingable and there should be a voiceline for "my ultimate is on cooldown"
Power cooldowns should be pingable too
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
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
I think teammate sfx should be slightly quieter for me than it is for enemies so I can hear enemies over my teammates
There should be a counter for the # of teams left in the dropship
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
Also team colours in general
I have a good tip for anyone who has to pick a variety of distinct colours
When you want either colours which go well together or oppose each other well you can cheat and steal the colours from makeup pallets
You can easily find 10 distinct nameable team colours from this for example
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
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
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.
I'm just not sure that is a bad thing
This is why I thought amplifier was a good item if a bit overtuned. It encouraged and rewarded a player for expressing game knowledge.
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? 🤔
Holy, Anion cooked
A few Quality of life updates
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.
Welp, we have very interesting topic for Jess then
if jess is late it's my fault dont hurt her 
Dont worry we will hurt you instead 
wiat what
Tell us something about yourself so we can make it personal 
Hello!
Hello
Hi!
U HAVE UR JESS
HELLO

Time for peak
Haha, appreciate it, @quick heron.
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.
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.
Gear, consumables & Powers: Where is and should be the Win More, where there should be More Options to Win
Btw @olive shore, @pliant coral , might be your time to cook if you want
I've got DnD in 30 minutes
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
Alright, I'm ready!
Oh, sounds good. I'm down for Items with a capital I.
Can I get a link to Anion's post?
#1297244188970057850 message?
Also, love this. What class/race are you running?
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.
I play a Dragonborn Rogue
I love Rogues... I... I may play them a bit too much
This is my third Rogue character in a row...
Whoa. I wouldn't have expected a Dragonborn Rogue, but I sort of love it.
Also, yesss. I love Rogues.
They're also very strong. Lol.
enchantments
The main complaint I had/have about enchantments is that which enchantment you got, or if you even get an enchanted item to begin with, was RNG.
The sole exception being the one patch where Forge could apply enchantments, but the resulting enchantment was still RNG.
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.
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
For Enchantments - what did you like/dislike about them?
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.
The enchantment that generated a random consumable item every 45s was absolute banger
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.
Variance, for items, shouldn't come by rng imo
I loved this one.
So ye new items are great for that
R.I.P. Blade of the Third Eye
What would be your ideal distribution for Enchantments?
how do you mean?
How would you want to acquire them?
Or said another way, how would you want to come about them in the world?
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.
Ahh, gotcha gotcha.
I mean, technically, that's kind of already what we do, but instead of the old enchantment effects, we've got new effects
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
Right. You're just saying - hey, consider these effects too!
Aren't the passives of evolving items enchantment already if we think about it?
Yeah, I think that's basically what Pensato's describing intentionally.
Hiii
Hello!
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.

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.
Kind of like augments from lol arena?
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
do you think the current items do?
not exactly
Yeah, I'd be curious about this one for this group.
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.
A few do, but most do not
Hello!!
I don't want to mis-rewrite a very interesting thing Pensato wrote in his own post
But I heavily forward it
"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
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
hope you are all good! Excited to play soon 
I think this is very similar to something the game tried for a bit
Yeah, we had something similar. I think we shipped it earlier than Arena, too. (But also, we're all inspired by TFT. Or Slay. Or any roguelike, heh.)
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.
yes, that is what I'm referencing
Hello soup people
Dude, same.
I will forever advocate for a return to talents/perks/etc., whether it be the ability augments we had in early 2023, the talent tree thing we had afterwards, the pick-up ability augments we had during Freaky Week (?), or something else entirely.
Doing really well. Nervous. Excited.
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
Hello!!
good 
I wish I played when the perks were a thing. That sounds like a perfect fix to me. Why were they taken away?
What are we directing the conversation toward right now?
Items I think
Deconstructing the item system and giving feedback on it
From what I remember seeing, it was dominated by some very OP options, much like the current item system
I don't know if that was why it was removed though
I wasn't around back then
IIRC the reason given at the time by devs was that it was a big time sink
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.
(he Omnipresent after all)
Right, totally. I think this describes the value of separation vs. consolidated. Separation gives you more customization. Consolidated also gives you less of a chance of missing out, if you need to acquire an Enchantment from somewhere else.
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
I mean, we could give you a way to disenchant also, probably.
I was playing the game at that time, yes.
I don't think the perk system was much better. It didn't really allow for too much mastery expression
It was more you just took the best stats at all choices
I'm specifically advocating for the non-stat perk things.
I think we all do
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.
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.
Time sink will always be a secondary reason - if it makes the game better (validated by players, not just the team,) we'll do it.
tbf I don't remember the exact reason given, I just vaguely remember that being a part of it
Hiya! We're talking about desires for Items/Consumables/Powers.
For sure. I just want this group to know it's always okay to ask for things, even big things.
free win changes?
Can I ask for a really really big tree on the map
I just think it would be cool
I love trees
Zone that is entirely just one big tree and we fight on the branches
I love it. We're actually looking at trees right now.. (visually, more so.)
Cool, will try to think some stuff up
One thing with tall objects on the map, though, is that they often hide players.
Also, related, maybe a future season feature, but it would be cool to add layers of verticality to the map
Like maybe you walk up to the branches and now you're "above" other teams, kinda like midair, and it's a new layer
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?
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
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?
only kind of related but when leveling skill as stalker with the hotkey it just uses them its really annoying
Maybe a silly suggestion you guys have already thought of but if you put something really big could you just put it.. on the very north of the map? Or have a mountain behind it? So there's nothing above it to hide?
Can we have a dating sim in game like I had in a dream. I can finally marry hudson and officially call him Hubby 
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!
YES! huntress rain of arrows has this bug too
"The top rope"
You can call Hudson hubby now!
Next you'll be asking for them to add a "downtown"
Dont give away my secrets
Marriage blessed by Safelocked
She pronounces us husband 🦍 and Hubby 
Ooo.
Peak
Example being you pick power user for your mana blade upgrade and it auto picks power user when you get a blue mana blade (other abilities would be locked out on mana blades)
Going back to this question...
can you like get spiked to a lower level on the lowest you just die
Yeah, that's actually what we do now. The Northern Shards Vault is pretty tall, for example.
We'll probably play around with that more.
I feel like this is a really loaded question lmao, it kinda sounds like you really want items to do more, but I'm not really sure what you expect items to look like in your mind
What would you design an item to be which isn't the first choice, but is the second?
I need someone to tell me what they want the projectile rules to be for something like this. Heh.
Midair, and midair 2
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
It's reaaaally loaded, and TBF, I'm not sure myself. I'm mostly going with the flow without much consideration and want things to be discussed more than one person having one vision
Tldr.... I miss snowballs
My thought is that players will generally expect to be clearly rewarded. I think you can be freaky with what power you give a player, but most players don't perceive that freaky power as actually strong, there's a decent chance they're going to feel gypped.
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.
Good ole copy and paste
I get what you're saying, I just think that the Devs obviously do want items to be interesting and contain mastery, but our general pushback is they don't achieve it, and at least my personal point is I don't believe there is necessarily a mark to hit - it might just not be possible to achieve in this game
I think there needs to be some guaranteed ways for players to express game knowledge every game. Since it is a moba
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.
I am always a fan of freaky things, specifically in the week format
What would be the upper end of how many Consumables you'd want to be in the pool, per Biome?
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
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
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?
Something that comes from the sky should just always hit the top floor
I think certain Consumables, like Hypervive, and bounce pads, should be available everywhere, but I do think that it would be nice to have 3-4 per biome (that may be a lot) that you could get, and one, like the EMP nades or really old snowballs, that are almost guaranteed. Physically picking items up off the ground and being able to use them as a throwable is really cool.
But I guess that's not the best example
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
I think that presumes the top floor is the same size as the bottom floor, but understood!
So could a power recycler or scrapper be a fun thing to have appear randomly on the map
Tho that doesn't need to happen in near future, it can be added later once the game has settled
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.
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
Another option being it just goes where you aim it and allow aiming on anything you can see to a point (maybe 1 floor difference limit)
Whatever targeting allows
So aiming on a lower floor is probably easier
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.
Yeah I think anion said the aiming things better
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.
Ground target > wherever it lets you aim
Projectile > your own elevation with the +/- that it currently has for elevation
Multi layered would also lead to "how the fuck do I get up there"
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
Oh, this is interesting. It's almost like crafting on the fly.
"Dont do it, I have the high ground"
Ye I love it
It's one of my favorite things in Monster Hunter games, being able to pick up stuff on the run and shoot it at the monster/ the environment
you underestimate my power * almsot dies *
Yeah, it makes the world feel more physical in that way.
Monster Hunter's a great example, yeah.
MONSTER HUNTER! LET ME TELL YOU ABOUT MONSTER HUNTER
@languid thicket sorry for the ping, dunno if you read that

Yep, there was just a lot at once, heh.
To add to this- I think this works a lot better in a first person shooter that has much deeper micro than a MOBA style combat game that has much more shallow micro. The combat doesn't feel like it supports a lot of depth for executing better with different loot options. I think it is a lot easier to have a "better" set up to execute on
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
I'm going to actually go all the way back to this post.
Like the health picks from creeps that entirely turn fights
💀
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.)
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
I wouldn't necessarily say power budget in that sense. Moreso, eating out one expected outcome/design of the item system
@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?
More like, you see a pineapple, or something, run over, pick it up, and then you have a throwable small heal that you can use, but you have to make the decision to go get it.
Reminds me kinda of faust from guilty gear. the random shit he throws at you
what do you think of craftable powers ie having to combine two purple powers to make a red one
At high altitudes, pineapples strangely taste less sour.
I love pineapples
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
That sounds like a season 7 thing
Add pineapple pizza to game
Perfect
yeah true
Like, yea, could be a thing, but not early in the games life
HE JUST LIKE ME FR FR. LOVE ROGUES (sorry, I got so excited about the DND talk I forgot this was a discussion for Supervive XD)
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.
I could see variants of this, but yeah. I wonder if you would be frustrated if you couldn't craft something you were after. Would we want to make Powers easier to acquire? And then..do Red Powers become more accessible again?
i dont think we need more ways to get red powers 
i see it more of a way to make red powers less acessible having to colect two specific powers for it
agree on the frustration part though
Gotcha. Yeah, there's just a tension there, for sure.
More powers would probably reward teams behind who just died
I would love to chase an icarus wings joule every end circle 
All good. I've definitely seen this note come up before, which makes sense. Some of the Passives are in stores for that reason. Just let me know as you get more sure.
Alright, going back to this note.
Hype
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.
Could be scavenged or bought even if you want
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.
give me a tiny berry vendor or smth hell yeah
Yeah, I think this is a good callout.
But if a cooked meal takes time to consume, gives a long lasting effect (an entire day phase) and you can't have 2 active at the same time
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.
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
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.
Hmm, yeah. I think this group's doing a good job identifying some of the constraints.
Because wtf do you do if a Felix pops a go-fast potion off-screen and then zooms in?
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
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
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.
I don't like the idea of effects that dramatically increase combat strength that are randomly available
Agreed, since then your ability to combat any given team is partly up to the RNG of what consumables they have gotten so far vs. what you have gotten.
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
Are you in between rolls?? 🙂
The party is split rn, so I've got downtime
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.
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
Yeah, this is where we got to in terms of where Consumables should generally play. It's not perfect, but yeah.
Whoa!
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.
You told me to bring it up
Hello!
I should also clarify: I think powers are fine because you can see what your opponents have, but it gets complicated with hidden effects
It has been brought up.
Yes!
Hello
Can you...remind me what you wanted to mention about Power User?
One thing I like about most current consumables that the enemy can react to them. Someone lobs a grenade. you see it fly and have time to react. I think most consumables should work like that. If we where to add more.
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 👀
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
lol I mainly just wanted to talk about the POWER of the item and how it effects the gameplay loop
Agreed; makes sense!
Fair. I can imagine a special game mode where this exists
IMO cooking special consumables would end up as something that opposing players need to know about. That is the kind of thing that I would drop BR mode over.
I don’t like that power user can lock two powers AND give insane cdr for such a low investment
Ahhh. I like this.
That's my angle, and it the system isn't very complicated. Imagine like a pepper adding dmg on hit of lmb, or a berry giving out of combat ms, but tiny if raw, stronger if cooked together and acting in pair
That's a cool wrinkle.
how about a gigantify potion 
Certain teams and champions focus on getting the same items almost every game and keeping them the whole game
"I love being the group's pack mule", the weapon
Maybe not something we should advocate for haha
OR A SHROOM IN THE FOREST INCREASING YOUR SIZE
I think a cooking system is a cool "lets add this for a seasonal update" style system
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
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.
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
I would argue that if cooking food needs a global notification to be balanced, then perhaps that food is too much
That is valid, good point : D
definately a possible problem but something that imo wouldnt be a problem if implemented right. My examples probably aren't the best for balance but def good point on consolidating jump pads for inventory space
I think power user makes the game too power focused though, if you don’t have great powers locked you are going to have a terrible time against the teams that do.
Also, at the end of the day, the main mode is battle royale, so I'm a bit biased against things that obfuscate the "battle royale" part of "battle royale".
I think that was the case before power user anyway
Yeah but it wasn’t as bad lol
Blink goes to a 6-7 second cooldown
And you can’t lose it
Power User letting you keep exotics is ????
Would you consider bosses part of the battle royale experience? I am just curious how you draw the line between playing around base camps for like 45 seconds if someone is brewing something compared to a boss fight which would roughly be the same
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
Bosses are fine because they're telegraphed super far in advance.
If I'm on the other end of the map and someone starts cooking a potion of shit-yourself-to-death, how do I contest that?
makes sense, but i think most people were taking interweaver or the funny cd reduction one anyways, but i think power user in last playtest was the strongest evo and people wouldve eventually "figured that out"
What would you like this to do? 🙂
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
Every good team was loaded up on power users. I’m speaking about people abusing the item, not the general playerbase
cool idea, kinda incentivizes using one passive power to lock and one active power for cooldown reduction.
gotcha makes sense
BIG
Would you say it would be the same as rotating to contest someone doing a boss fight? If not, why not. I just am really curious about your POV on the manner and want to make sure I am understanding your reason for it : D
Again, bosses are telegraphed super far in advance.
The game tells you that there'll be a boss right there in X many seconds.
Someone starting cooking something physically will never have that same telegraph.
Do we need an item that locks powers? Why is that healthy for the game? Doesn’t this just reward the teams who were going to win anyway even more?
Also, I stand by #1297244188970057850 message
Yeah, I think it's fair to suggest - hey, can Power User players take more of a trade if they opt into this?
Ah I see, appreciate the breakdown. Especially because players starting it spontanleously at any point on any basecamp on map doesn't really allow you to be nearby. Makes sense, thank you :))
Max health increase Idk how balanced it would be 
I don't think that's how Power User ended up game state-wise, but I'll take another look.
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
Hahah, fair enough.
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.
We have high MMR and showmatch data.
Oh interesting
Typically, we look at balance data in MMR bands anyway - I agree that's the better way to go, generally.
I feel power user is one of the best powers in the game as a concept, even if currently unbalanced, because it allows a player to lean into the style of using active powers over passives and provides something that aren't raw stats. If nerfed properly I feel it could be a playstyle choice
Yeah I see your point, I don’t think in its current state it feels fair to play against when people farm specific powers
What do you mean by "take more of a trade"?
Like when Gay Dad brought up the CDR benefit being too high.
Oh yeah, it def would have to be really thought out how to communicate the system b4 theyt would implement such a big thing like this. I'm not even personally for or against the idea of it, I found the idea of playing around basecamps more cool but I was just curious about your stance/position on it and I def see your points.
You hit two vaults for some of the powers you want anyway, then you farm area bosses for more specific powers
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.
semi-related, i am absolutely 100% against giving more power to basecamps because that inherently punishes teams that fall behind and are unable to make use of a basecamp, which in turn kinda ensure that those teams stay behind
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
Ah yea, I agree, plus the number of locked slots is another parameter to balance besides cooldown. Could be anything from only one slot is effected by both lock and cooldown to one slot is effected by only lock and the other only effected by cooldown. I like the second option better due to the tradeoffs
We should probably be careful not to tune around one person's choices, but understood. 🙂
i could see some issues with preferred hotkey and preferred lock 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
Does power user give lower ap and cd stats btw?
Totally! We played with this some, but I would love locking/unlocking slots used more as a lever.
No I’m pretty sure the stats are equalized
For sure. we just have to be aware that this group is also going to vary in their intuitions on what's strong vs. not.
WaitI read this wrong the first time LOL.
I see your point, provides a more snowbally approach. I still feel like it would be cool if they had another unqiue layer to it (idk what it would be and im not even against the current system, I just liked the idea in realm royale where you crafted an item and then had to play around that area for a bit to get that item.)
Hmm. Feels like if you pick it maybe it should give less stat value as a tradeoff
Ah sorry I meant that one or the other would be implemented and it would not be up to the player to choose, otherwise the player would choose lock + CDR on the same slot every time unless the non CDR power they had was something like abyss specialist
I don’t think slightly less AP is stopping a void from locking blink and grapple
What do you mean as a lever? As in players can choose to lock a slot or reduce cooldown?
I mean as a way to balance - a balance lever.
I didn't know it did that
oh gotcha thanks lol
ah i think you misunderstood i meant that if it say always locked first slot but i would prefer the power that locks on the other hotkey; as in which button i want to use that power with
didnt know what did what : O
That mechanic, it seems fun
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
oh yea gotcha, not sure if that could be implemented since it would be a menu preference for a specific weapon augment, but I also typically use the left slot for my cooldown power if I'm only running one so I'd have to get used to using the right slot for cooldown if the right slot is what receives lower cooldown for example
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
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
Yeah, it's sort of a tightrope for a Base Camp.
i def like the idea but something to consider
I don't think I caught the specific idea for the Base Camps - what was it?
One of the reasons I've tried to keep my feedback for the item system separate from my thoughts on balance. Things could be OP or they could be weak, I've given my feedback for both situations.
It notifies there's something cooking to nearby players and thus, you need to protect the base until the meal is done
Ahh, gotcha gotcha.
Omi and I were talking about Nitpy idea of a cookbook in game, where tmk specific biomes have specific consumables you can craft, and then we chatted about how it would feel as a player to where if you had to contest when someone was cooking at a basecamp and you can fight for that consumable or even steal it from enemy
Appreciate you!
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
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

I typically only share when I'm confident. Otherwise sharing here is actually not great for the team.
So you'll check but won't tell us? 😅
Devilish
Can we get the safelocked leak on how mana discussion ended internally
Lol. You guys
💀
you'll have a male goose? (not a native sry)
She keeps things safely locked away. no way we getting leaks out of her
Jess takes time out of her day to talk to us about state of game.
Us: What about leaks tho 😋
Oh, it means - I'll take a look, haha.
Can we get the safelocked leak on favorite DnD characters within the dev team?
The team actually also does read this thread, too.
asking the REAL questions
I actually don't know...but I personally enjoyed playing a Dragonborn Paladin and a Half-Elf Druid.
I love 5e.
gotta ask shaun for leaks 
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.
I phased out long ago (tho I've been designing for entire days recently 💀)
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
This is true, power user scales on the efficacy of powers. The stronger cooldown based powers are the stronger power user becomes, and red powers are designed to be very strong without it
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
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.
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
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.
Balance of one specific item still ties into balance as a whole anyway.
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
Since "why is this item too strong/weak/etc" inevitably ties into the overarching systems.
The system is evolutions right and this specific evolution is strong in my opinion
I think its been taken into consideration and can be now moved on from?
I do agree with you. And you where told to talk about it. so its fine
Only items I would consider on the level of power user are amp and maybe rampage.
And amp is situationally good but has clear drawbacks, whereas I feel power user is lacking any drawback
It doesnt really have a drawback so
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.
The drawback of power user is not getting 2 vaults, which is much more controllable on a premade team than solo queue
Yeah premade teams can drop the same spot every game and get the same powers essentially
@queen echo Can you take a look at my summary note around Power User? Double-checking that I've reflected back your note.
Yeah this summarizes what I was saying
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
Great summary
Oh, my scavenging powers/consumables note got cut off - one sec.
Ok, now we're good, heh.
Oh, that's another thing I want to check. How often low MMR players were choosing this, too. I have no idea, but I am curious!
I’ll be honest I think low mmr players just click the recommended items
But maybe they are using it
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
I believe the first evolution patch toyed with stat differences between evolutions but it wasn’t well received im guessing
Yea
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
It gave players what felt like even less of a choice, you wanted the most dmg output
Kinda meaning that as baseline you feel like you have a techblade but I guess dmg is just too important
that did kinda happen last time
oops i missed it i guess lol
That’s why amp is cool but you’re only getting the cdr for one ability, it’s still fun however
I still think this is cool, but yeah. There's a bunch of trades with - do players feel like they have to go down certain item trees? In some ways, League players feel some of that pain too.
Also super random kinda off topic note, now that the weapon upgrade system has changed could we see the return of vampiric helm 👀
not as bad in league i think because there are so many items to choose from
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"
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
Many to chose from but over the years if you fart in the wrong direction, changes to the game happen and your funny off meta build that didn't do any harm get sidelined and a single, one build size fits all gets enforced in every aspect
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
Yep. op.gg and Blitz.
Azzap (velkoz goat) has the same thing
Light rocket mentioned
thats why i stopped playing league lmao
I wouldn't say ruin, but it definitely..heh. There's a lot more consolidation that happened over time.
Me too
I do the same thing with my UDYR
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.
League has so many champions and items it’s overwhelming for most players to theorycraft
But yeah, you'd be surprised how many people don't want to engage in itemization.
It’s much easier to google a build and play
For sure.
Tho it begs the question, would they have engaged in League, or even, had fun figuring stuff by themselves if those weren't a thing?
Imo kinda fault of the tutorial for telling you to go thronmail on ashe
But now, you'll never forget the meme.
skill issue kind of methinks
It happens all the time at high MMR too.
I feel in love with leagues itemization but that kinda fell off in the last years
Not sure! But I can't tell a player what to do.
I can't stop a player from using op.gg or using Blitz.
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
yeah but refusing to think about if its actually good can hinder you
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.
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
I think this is totally it. Regardless of what we feel or prefer, there's going to be a large group of players who feel this way about a deep game.
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
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
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
You can always hinder them and put them in situation where a "solver" (op.gg and the sort aren't really solvers, but you get it) can't help them, and hone their critical skill
You know. For as much as I know Mort laments stat websites (so do I.) Shocking amount of players who just love slamming TFT builds from Mobalytics.
AEURGH 🤮
Hahaha.
I think it's just..therapeutic, maybe?
I don't think ill of anyone for it.
so how can you encourage players to think about things like itembuilds instead of just using the first search result
You get home from you 9 to 5 put your 4 kids to bed and have an hour to play. Cant blame those people that much.
Yeah, I think people just want to feel something. Win and chill out.
i use it sometimes when i just wanna turn brain off and watch series
I think league would be a much smaller game if not for stat websites
Most likely.
Casuals would be overwhelmed
But a shocking amount of people who try and grind ranked do it and its weird to me
You know I really dread the time if my tactical draft game actually becomes a thing and... people use websites like this to figure out ideal team comps 💀
It's definitely a - I shout from my lawn type of thing.
Did league have stat websites in the first years?
Casuals definitely don't use those sites
I REALLY dread it
By S2, definitely.
That’s anecdotal lol I know a lot of casuals who Google builds
End of S1...I don't remember.
mobafire builds meme
If you google X champ name from league you get X champ aram mobafire very often
We'll hold hands together.
Brand new players aren’t going to know about those websites, sure but I think a casual level 200 is using those websites
People who use them were going to play anyway though right?
Standing together in disbelief 😭
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.
Not really up to me to say, but imagine a situation where you’re a league vet who has been gone for 5 years and you come back to all of these new items
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
I used the build sites as training wheels basically
Totally. And sometimes it's just fun content to watch, too.
And also, it's a battle royale, and its course to consistency really hinders that process. You could say TFT has that feature, but it's not an action game, so it's mostly reserved to Battle Royales or Roguelikes/lites
but once I understood how stuff works I realized they where holding me back
I think I was mostly referencing this. I don't think people who may or may not play base it on stat websites, but gonna end here as it's a bit off topic
I imagine if there weren’t resources for people to use the game would push a lot of people away
using recources is different from mindlessly building something tho
I wouldn't describe the funnel as - I go to a guide, then choose whether or not I'll play.
Yeah it’s more like idk what’s going on let me just google what’s good on my character
Varus lethality players 💀
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.
I don’t think that’s true actually, people are going to build the build mindlessly
They’re going to see the 6 items they need to build and not read the guide
And just play
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
Disagree.
Checking to see what people are building to begin with =/= mindlessly following the build themselves
i agree that players are doing that but its not a good use of the resource
Okay but we’re talking about casuals guys
Alright. I know we're deep into the API side of things. But it's 1PM, so I should probably take off.
They don’t care if it’s optimal use
I appreciate y'all.
thanks for stoppin by!
Please feel free to keep going, as usual. I'll be reading!
Have a great Sunday 😄

Have a good night, love to discuss!
You too!
Cya safelocked! Take care
It's afternoon for you xd
Haha, all good. If it's evening for you, good evening!
Why do these two things have to be separate
DnD still going. We're easter egg hunting for portable holes. Gotta go!
Because they're inherently separate things.
Have fun mate
They aren’t tho, you find chovys build for the champion and you run it
No thinking required
When you find one
Who is "you" in this sentence?
sweet have fun!
I'm a guy in silver and I definitely do not just mindlessly follow builds.
You’re speaking for yourself here
Correct.
You aren’t the average player in this case
Ngl I still use aram zone and I have challenger aram mmr
Even if your mmr is average
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.
You just admitted they can be connected
I never claimed they could never be connected.
I claimed that they were separate things.
tl;dr: A -> B =/= A == B
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
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.
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
Just be bigbrain and figure it out yourself
Which is as equally semantics-driven as I am being, I suppose.
"using resources" and "finding build" are largely interchangable in this context.
#1297244188970057850 message
My stance has been the same since we started.
Yea, that's Gay Dad's point
That’s called talking in circles
Feel like it's more miscommunication on my part about what my point is rather than anything else
but oh well
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.
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)
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
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)
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
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?
Could be vaults, on monsters or just in the plain wild ready to be picked up TBF. Not something that makes you over focus pve, moreso something that draws a clearer path on the map and can be challenged by enemy encounters
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
I think in the plain wild ready to be picked up would make it too easy to sneakily gather it under the noses of other teams, rather than an objective to be played for. But I like the monster idea too.
The defending of the camp I could see not be as impactful as you'd want it to be. Pop a UAV, find a relatively open corner of the zone (there usually is one), plop it down and you're good to go
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
The recipes cant be complicated tho, or you'd end up going down the trap of players needing to study an entire cookbook before entering the game instead of something that would feel fun and intuitive - so I don't think there could be too many different components or recipes
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
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
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
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!
Oh I deffo agree on that one, that type of concept has barely any place on release
And ye camps are strooong, but their strength is hard to quantify for new players because they don't value consumables all that much, they hardly have a grasp of armour, they don't know how to use the UAV... Hence the "you can" vs marking it as an actually big time
I know I'm late to the party. I am not sure if it was mentioned but I didn't see anyone talk about the fact that Power User makes the powers soulbound. I feel like there isn't that big of a downside to dying in the game currently and Power User makes it even less punishing. Not sure how people feel about this but I do think red powers should always drop on death.
I agree. I think Power User already adds a lot if it lets you keep purple tier and below
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.
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
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.
Late asf but i lowkey disagree with this
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
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".
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
Morning!
Morioh Cho Radio Good morning!
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…
Good morning Jess!
Good morning c:
Oh, I'm glad I read this, @rough peak . Shard pick-up's improved. 🙂
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.
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
When you say look better, is it mainly a style preference, readability, or--
but we all know these are WIP
Yep.
and then assault's new icons
Helpful! Understood.
the white makes them look cheaper and harder to read for e.g. cooldown timer & out of mana etc.
We are all gamers. We know dark mode is goated
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?)
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
We're tuning how much of that light color we're using too.
👍
my personal thought is that the ultimate has a good ratio if you want it, the others are all far too white
Gotcha, gotcha. Taking the CD note.
Yeah, I think internally we were enjoying the new passes mostly because all the Hunters have their own sets now. 🙂 But understood.
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
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.
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?
Sure! Was wondering if I should share a separate thing on this too.
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.
which timeframes are we looking for here with arcs?
Like how often can we expect to get gameplay relevant updates?
Hey there, hopping in for a couple mins before the custom character presentations, but wanted to say hi
Are you guys planning on doing full mmr resets? Or like "soft" resets?
I like the name "arcs". Seems like it could lead to a lot of cool stuff
For Events, sometimes games make seasonal ones or their own. I think we'll probably want to explore both.
My humble contribution. 
We're looking at both at some cadence. Do you have preferences?
Open beta'll be our training arc
You understand the vision!
Cause it's the best arc
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
Netero vs. Mereum was admittedly very cool.
Yeah, for sure. It's a balance between that vs. feeling like you'll never catch up if you were out for a bit.
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
Specific cadence notes I'll probably reserve for a proper update. 🙂 But am excited to share.
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.
Was worth a try i guess xD
I thought game island was sick.
Greed island? Yeah. They had a fun ruleset.
Dude is severely addicted to video games so it really had the details
Greed island yee
sorry its been very long lmao
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
Yeah! This is the idea exactly.
Just as long as the Arcs dont drag on too long
XD
the octopus bs was making me wanna pull my hair out, i watched the eps as they came out
You're the one who said you liked Chimera Ant!
Lol
Hahaha
It's pretty funny.
An extra point for polish
There should be a sound effect for clicking between the menu options https://i.imgur.com/7Eod3o7.png
a good satisfying click
I need more Frogs in the game please and thanks
Will we have player profiles that are public, so people can go into each others profiles and see stats, games etc?
Mm, have found hard resets are also nice for players who wanted to climb in higher tiers another shot to place - it gives them the same starting line as their peers. But agree; it's not a light lever to pull.
Love this - taking a note.
Ahh, yeah. We're doing a client SFX pass over time, so you'll start seeing some updates here.
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
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
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. 🙂
Thanks for stopping by as always!
Hahaha. Coming back to this. We have an approach we want to take that’ll take a bit longer. But I think you’ll like it.

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?
Something like Valorant's episodes or League's new way for splits next year?
I missed it today, but this week end was quite wild on my end lol
I’m guessing this is kinda like seasons but renamed? Like maybe a 12 week period with a theme and updates throughout the season based on that with events going on?
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
So just asking is there going to be talk today in here or do we stop doing these now that release is close?
Only 4 days is crazy
Lets go TC! You are awesome! You got this! 
Morning!
Just landed from my flight. Team is definitely cooking.
I could definitely..use a nap. Hah.
Hiya safelocked
hiya safelocked
Hi!
I really did not mean to copy the message lmfao
Hi safelocked How was korea ? Are they as hyped as we are ?
Hello!!
Hi Safelocked
gotta be honest, there was not nearly enough fire in your room for a Fireside Chat smh my head
There was hype for sure.
First day I was there, lines got up to an hour and half to queue to play.
hiii
And that was during a weekday. Weekend’s going to be crazier.
Huge and they got some merch im a bit jealous tbh
Yeah for sure
I still really really want TC merch
No 💀 - but I didn’t want to cut in line with that kind of wait lol
Haha fair
Wanted to play so bad crying
Us too
soon
Same. I actually love what Nexon’s been cooking.
Want to take some inspiration.
Did you see they had gooby stickers????

So cute
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.
Puppy told me she requests she gets sent some stickers haha
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.
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.
oo
Koreans go hard af
Definitely.
There were also players who played in earlier tests and wanted to just queue up more.
Super excited to see what merch we are gunna get
The toxicity thing I'm interested in. I wonder if yall have a decided approach to it, bc there are so many examples of games where cracking down on toxicity in certain ways resulted in higher levels of toxicity overall. Or other side effects like absolutely no one using in game voice chat anymore in OW2.
Getting through customs, one sec!
Def take a well deserved nap Jess! Happy to hear you got back safe and everything 🫡
I despise timezones
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!
Earth being round kind of annoying frfr
Th-thanks 💀
WOAH ITS SAFELOCKED BIRTHDAY AGAIN? Thats twice this month lets gooooo
BIRTHDAY TIME LETS GOOOOO
Yea it's crazy
WAIT
AHAHA
🥳

❤️
All of the above!
W Supervive
truly a W
can't wait to have supervive cons in other countries
eventually
That sounds like so much fun
vivecon!
yeah!!
It's my mom's birthday LMAO I was really confused right now
LOL
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
We mainly talked about how we’ve been investing in anti-cheat, afk detection, player reporting from the start. The space is still so new for game companies too, that we’re just expecting to learn how we should adjust our approach once the game hits live.
I doubt it; I see no reason there'd be any issues as long as it's used for super-vive related content
Good, I just need to actually do them and not just have an extra rough lying around
If I knew I would have finished the font . . .
100,000,000 concurrent players launch day of supervive!
Ill buy the supporter pack
Jumped into a taxi and just saw all of this.
I think I’m about to pass out but before I do—
Love you guys.
Can’t wait to play with everyone, too.
get some rest jess
Yup
Rest well! I can't wait either
And I definitely plan to keep doing these. 🙂 Makes even more sense when we go live.
Based
Yipee
Have a good rest jess! excited for launch 
We’ll go back to regular scheduled programming on talking about what’s in the game next week!
Probably one of my best experience in game testing and thus far
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
I commited, for the joke
Holy
Looks so clean
I'm exhausted... I'm done with the alphabet but holy did it take hours...
you're goated Nitpy 
Hey!
Happy birthday.
And happy birthday to the Supervive too!
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
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
Are you saying Oath can OS a whole team ?
I didnt feel like this on the first few patches this was a thing
I think as oath player if there's a felix we can't even handle a 1v1
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
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
from that statement how u think a dev can take seriously the point you're making if u say yourself being delussionnal on the hunter ?
Theres a reason every team has him in showmatches and the teams that dont never come close to win
What?????
I never said that
i'm ok to say ther's no alternative, Oath is great at doin the "absober damages job"
Because he's the only one hunter with that concept of gameplay
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
hmm mb then if i misunderstood the statement
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
I dont hate if your character is an allrounder
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
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
yes, for now we can't even try the new changement correctly on the 3 hours EU playtest from the 11th
Don't compare the skill issue, Shrike player just have to fire a bullet, oath have to correctly time their spells to absorb, so i don't really agree with what u sayin :c
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
Morning!
I’m about to drive - going to grab some coffee and get set up.
May need..30? to set up the new thread.
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The coffee line is .. very long lol
In the meantime, here’s my G-Star bathroom selfie with Oath. 
Which bathrooms does oath use
That's awesome
This is me.
Questions Safelocked, how nice of a lunch should I go get?
I must know now…
Ooo. What are your options?
Either just some over roasted pizza, or, kinda feeling like treating myself
So like $90 lunch
As an enabler, I feel like this is a good week to eat well.
We need a food pic!
Imma just have some gourmet Cinnamon Toast Crunch 😎
Yessss.
Goated cereal choice.
Supervive team deverses croissants & pain au chocolat
Chocolate Pain

