#The Removal of Powers and depth from Supervive
1115 messages · Page 2 of 2 (latest)
not to mention, as a solo player, theres just now a huge difference in terms of what priorities different characters have
if im playing a character with mana issues, i almost always want to secure my relics/perks as soon as i have the gold to do so
but a lot of characters would rather buy their grips or boots first
and also since relics have different prices, some characters will need different amounts of gold before going to a relic shop
this just creates a serious disconnect in terms of priorities for different characters, which can be dealt with if youre playing in a party, but feels extremely miserable in solo play
its just a really shitty gameplay loop idk
This is kind of a standalone reply to the recent conversation in the thread as I don't have the time to read all of it rn:
When I was new to the game I didn't touch powers at all unless they were passive because the idea of learning to use them on top of learning every hunter's kit and every item was super overwhelming. I didn't start using actives until the last few months of OB when the team I was scrimming on was pushing me to use them more. TC's data from what Safelocked has shared seems to point to that experience for new players being fairly common in OB.
Frankly I like the idea that you can get your powers one by one through armory out of game and then decide if you want to use it before you load into a match. I think breaking the knowledge curve into chunks and allowing the consistency in using something you're interested in is much better for onboarding than throwing random shit at people and expecting them to read or use it the first time they see it in game and then inconsistently forever more.
i think current resonating makes it more like that
back then you had to commit
now you can dash
current state of cdr stacking
the problem is that the objectives arent split around the whole game
hunters are balanced with their whole kit in mind, so off drop some are wayyyyy stronger than others
putting a bunch of day 1 bosses is unhealthy for the game.
I don't think day 1 is the problem
day 2 onward is where it gets ass
nobody tries to contests souls, souls take too long to do, half the souls are literally worthless on more than half the hunters, 90% of the time they spawn literally next to each other in the middle of the map
as soon as you get relics you literally don't need to do anything
just like 3 camps a day to keep up with the lvl cap
i dont think thats what luca is saying
luca is saying making day 1 bosses too strong just makes character balancing a lot harder
because if day 1 bosses are too strong, some character just literally cannot compete for them
yeah and I am saying that that is okay
what's not okay is maybe red loot on these bosses
vaults being completely worthless, souls being ignored, combat being ignored
hot drops on off spawn POI is the closest this game has to actual combat
and it's shit, feels like shit and the rewards for everyone involved except the winners are shit
even for the winners the rewards go mostly unused because unless it's something like Shiv, Brall, KP they are not going to fight like ever
TL;DR no one wants to fight, rewards for fighting including RP compensation are dogshit
current state of 3 star relics being broken as fuck
"The Armory system will not create a significant divide between players at different completion levels"
Some of these 3 stars are legitimately game breaking
And can be the difference between a win or loss
Nah you outplay the enemy healing 10000hp/sec or perma ccing you
I believe in you
Nah see you're actually supposed to close the game and go play something else
Kill issue
Game diff
Common Vive L
It's your problem for not playing Shiv/Wukong/Crysta
I came back after taking a break in Jan. I do not like this new gatcha game system and miss the old power system. Old power system made vaults AND train boxes more sought after. These days, it's just a waste of time to go for the train box. I only do vault if it has an armor upgrade in it, otherwise I skip that, too.
It just feels weird to lose a game that was winnable if I had a tier 3 version of an item. I also sorta miss stacking two of the same power, but I understand how broken that was before lol. (RIP Abyss Specialist, my love)
By some you mean most.
yea
when i see shit like that i understand why eva was nerfed ngl
imagine old patch eva players on that drop
insta game win

also the fact they havnt retuned bosses HPs is crazy
that one melee mob still dies in 2x the speed the others do
Hot dropping on the tank boss might as well just send you back to main menu
Also the sniper mob needing 3 business days to do the attack that makes him vulnerable
those are issues we already had in playtesting i believe
i dont like the RNG on camps either.
Early game is so drop focused
its kinda hard to justify it
would be better if 3 stars was somening to level up during the match instead of shop
I also really like the idea of items evolving for everyone throughout the season so we can have somewhat of a meta shakeup
i think if you did it during the game it could cause some frustration
Id prefer if they just untied the power/relic system from builds and actually made perks more build defining again personally.
And then allow powerscaling through allowing said perks and grips to increase stats throughout the game
but yea thats like a full system overhaul either way.
theyll have to do it, i havent seen a single guy that played this patch for more than 50 hours say that he likes armory
Except the usual yesmen
well i didn't understand why frustation? if the level of itens could level up together with teh character it would not have any problem since most of ppl reach max level in late game
oh tied to leveling might actually be fine tbh
I was thinking that it could be adding somewhat of an unknown in every fight if levels arent immediately visible
Like someone having a second grapple charge for example
the current system has the same issues, but at least right now you kinda go in and expect 3* everything
the real problem for TC is how to make a game progression that generates profit to keep the server runing
the greps choice seems polemical, and i think tie game mechanics with monetization is a bit bad
i would try to create a system where the game progression leads for better cosmetic customization
instead of have a whole skin they could focus on sets like clothing and colors
and you could fully customize the character with diferent skin parts
and colors
something like that
but even this idea isn't really well thought so idk if would work
problem is I'm certain that there simply aren't enough players on for the devs to afford splitting them across gamemodes
already, arena's pretty dead
and qp and ranked queues are not short
I think part of the reason there arent players though is because some of the changes
idk, I think abyss fighting is super fun. Getting 1shot for existing is what removes that fun
Not perfect but imo a step in the right direction. Like kp dunk needs to be buffed somehow, idk if he's ever dunked me after the change.
i've seen kingpins that are insane with it, pulling while over the abyss then dunking. but i haven't rly seen that since the dunk changes
issue is that dunk duration is calculated after damage, so hunters like tetra and wukong that have a lot of damage on the dunk still dunk pretty consistently, but Jin and Kingpin do not. Should definitely change it to calculate before damage is dealt to standardize it across the cast first, and then figure out how to buff dunk reliant characters - maybe kingpin pull could apply a status effect that doubles dunk distance or something so that if you pull and dunk it still one shots.
maybe the first hit of Jin Q could apply the same status
would make it so that grapple dunks are not as strong while still rewarding ability combo
instead of cheesy grab fish gameplay what do you think about buffing kingpin to have more shift spam autp synergy
kinda like when amplifier kp was broken in ob
if hook isn't punishing to get hit by, then it is a pretty silly ability. Only way I could see taking away the instant abyss dunk is if he gets a long duration slow instead - something like 50% slow for 6s.
actually it would be interesting if hook attached a tether like eva's ult that did extra damage if you got too far away from the spot you were hooked to.
give the target some room to try to dodge but don't let them disengage for free
I miss fishing hook
Fishing rod did go hard...
Maybe the grab root gets re-applied if the enemy is slammed within a short timeframe after the hook?
slam already stuns, adding grounded after pull into stun could work to make it lethal over abyss, but then it ends up being like void ult levels of CC. Might make hooks over land guaranteed kills as well.
which should only be true if KP has teammates to follow up imo
If the ground after pull - stun existed that'd probably just be the same as a full dunk just now it's counteranle if you paid the 1500 gold tax.
it still is if theres any sort of teamplay or follow up
but solo kingpin sitting near a cliff and fishing for hooks with a 1 input follow up that instakills is kinda uninteractive
without it how does solo kingpin win any fight though? He just has no other tools / range to get kills