#Freedom of movement or MOBA — which characteristic is this game heading toward?

226 messages · Page 1 of 1 (latest)

grim lava
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With the new champion releases — Wukong, Tetra — and the map changes that increase air time, it’s become clear that characters with vertical movement and dunk skills perform better than those without.

Theorycraft made a deliberate decision to lean toward MOBA-like positioning and movement rather than the freedom of movement seen in games like Titanfall 2 or Apex Legends. The problem is that the gap between high-mobility champions and low-mobility ones fractures the game’s identity, making it feel like we’re playing two different games: one on the ground, and one in the air. High mobility enhances player expression but becomes oppressive for those without it.

I’d like to understand what both the players and the dev team prefer:
a game where most characters can wall jump, use vertical movement skills, and double jump — or a League of Legends-style battle royale?

hard night
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I'd like the mobility ceiling on the repeat offenders (Jin,Brall,WK) to be brought more in line with the rest of the cast.

Obviously they need higher mobility to gap close because they're melee, but as it stands they have more than triple the mobility than some hunters in the game and that creates very one sided engagements and a stark contrast in rotation speed around the map.

austere hemlock
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just remove high tops boots from the game

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high mobilty champ wasnt a problem in beta

opal coral
austere hemlock
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brall was b- tier in beta

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jin was unplayble

opal coral
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The map changes only served to widen the gap. And it's a pretty huge oversight by TC imo. I think the scale of the map shouldn't have changed upon release.

Mobility just became infinitely more valuable after 1.0

austere hemlock
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wu is just to broken

faint jetty
opal coral
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Youre literally just wrong ash XD

austere hemlock
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its not a problem by their kit

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nothing change

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only new things made them broken

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like new boots

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new stats items

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new abyss

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before they wasnt rly strong

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no joke

faint jetty
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Who was the most nerfed hunter in the entire game again?

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Oh right brall

austere hemlock
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sure*

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ik

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and we was bad at least from my pov

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even blackrog

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stop playing this champ before

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Rn he abuses to much of "new items" ofc

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vive t3

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time staff

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etc etc

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but its just a problem of items imo

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he abuse to much of stats

faint jetty
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Mobility has always been a problem it’s not just 1.0

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It just feels even more exaggerated now

austere hemlock
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i agree but before he had only mobility, now he has even more of that + dmg/heal/othersStats

hard night
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Brall has always been an issue, even post nerfs. Through everything he never stopped being a high elo staple in NA

faint jetty
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Brall never had damage? What lol

austere hemlock
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in EU high elo/scrim, 0.0% pick rate

faint jetty
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Just because EU players didn’t play him in the meta doesn’t mean he wasn’t good

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In means your meta was different

austere hemlock
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same for NA xd

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not bc in NA he is perma pick he is op

hard night
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I'm confused are we saying Brall wasn't picked in NA scrims?

austere hemlock
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no

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EU

faint jetty
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Ash is EU

austere hemlock
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NA -> perma brall

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EU -> no Brall

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in beta at least

hard night
dusty forge
faint jetty
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He means the logic miles

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Brall played in na —> op
Brall not played in eu —-> btier

hard night
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Okay gotcha gotcha

austere hemlock
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but i agree that rn is ofc rly good

faint jetty
austere hemlock
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but i feel like people gonna destroy him and made another character uselless

grim lava
austere hemlock
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why in EU it was shit -> oath/myth/bishop in every team in scrim+

faint jetty
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Just make another

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Message

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lol

delicate zodiac
grim lava
hard night
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Brall into Oath isn't even an especially bad matchup if he has a teammate drawing pressure

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Imo

faint jetty
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But anyway I think we can all agree brall is strong

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And mobility is a problem

grim lava
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almost same level as wukong

delicate zodiac
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"But they're melee so they need infinite tools and mobility or they just don't function", i love how some people actually think this.

grim lava
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any mobility character and dunk will be stronger in high elo

faint jetty
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I don’t understand why brall was never thought to need a rework. Like seriously they just failed with this character lol

delicate zodiac
grim lava
faint jetty
grim lava
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is possible that more u understand the game more u are forced to use a mobility dunk character

delicate zodiac
grim lava
delicate zodiac
grim lava
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but this shows like the preference of players that use op.gg

dusty forge
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mmm so about the topic of the thread...?

grim lava
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what makes this game unique is the movement

opal coral
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There needs to be some level playing field that is stagnant. The baseline is something the community doesn't agree on at all. And I'm not sure what TC considers that to be since it varies wildly patch to patch.

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Like in LOL for example the movement speed stat is near identical on most characters and only augmented by boots which are an equal upgrade in most cases.

I.e a level playing field for that mechanic

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In supervive you can contrast void to Jin

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It's night and day

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In that game as well abilities are designed to be unmissable. In supervive it's all skill shots.

One example. Ryze cage being a hard counter for a slippery hunter like Fizz in LoL

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In supervive there is no equivalent

dusty forge
grim lava
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if you have difficulties is because of the isometric view changes the refrece point when higher or lower

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then the algorithm needs to ajust and takes time, but this isnt a problem if you as player understand and ajust

dusty forge
stark elm
dusty forge
grim lava
# dusty forge Sure, I understand. It's probably a me issue. It is ambiguous though, especially...

Aiming in supervive can be quite tricky, but with this guide you'll be perfectly ready for anything thrown at you in the breach!

If you want to perform as well as you can in SUPERVIVE, then you can trust this video, as I am a rank 3 SUPERVIVE player with over 400 hours of pre-alpha and alpha experience!

Time Stamps:
0:00 - Intro
0:42 - Aiming...

▶ Play video
stark elm
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Bunny's right though

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You shouldn't need a fricking YT guide that takes you out of the game to learn about an unintuitive mechanic

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This is why the game is dying

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It has obtuse, unintuitive mechanics that aren't being addressed fast enough

grim lava
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the point here isn't aim, is movement.. aim is a really a thing of getting use to it

dusty forge
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The aiming laser floating is not the clearest.. I mean, I can see it in this demonstrational video, but I could very easily overlook this during an actual fight. This is also showing how the flying person can use their aiming laser to see which plane they are on, but its not immediately obvious for the person on the ground looking up at the person in the air unless the are able to see the aiming laser collide with the flying person.

grim lava
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this is due the isometric view and is really difficult to solve in game. for example foxhole also has a similar problem with aim cuz we lose depth perception when seening things on top isometric view

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but this is not the topic

stark elm
grim lava
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the topic is do you prefer freedom of movement vs moba movement

stark elm
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It works in an arbitrary manner

stark elm
opal coral
stark elm
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Even if the engine "uses" z axis hitboxes for hit calculations, it still "tricks" the Z axis in a specific arbitrary manner because you can't aim up or down

grim lava
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my is on but i basically dont use

dusty forge
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I know its not the topic exactly, but aiming balloons on land too would be really really helpful. If someone moves to a higher plane where they cannot be hit, the balloon could grey out or go transparent.

stark elm
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For all intents and purposes, Vive is League with momentum-based movement and a "Z axis" bolted on

grim lava
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i never seen this happen

stark elm
opal coral
stark elm
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In a 360° shooter, your ability to interact with verticality is directly translated from your ability to do so

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Because you can aim up and down, and enemies can go up and down

dusty forge
grim lava
stark elm
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In Vive, enemies can go up and down, but you can't aim up and down; thus you have to aim at enemies below and above using an arbitrary mechanic which no other skills outside of Vive trains you for

You can't translate any outside skills into Vive vertical combat, it's its own unintuitive mechanic

stark elm
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Even if the game is "clear", it's still a set of arbitrary rules that aren't intuitive to someone coming in

grim lava
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is not abritary, just to you know Arbitrary means something is chosen or decided without a clear reason, logic, or system

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there is a system being used

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isometric and clear rules

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you just didn't understood

stark elm
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It's like showing a rock to a geologist and them going "oh it's clear that this is magnesium quartz because of the way it is"

grim lava
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dude you play the game what 8 hours a day 7 days week and you cant understand the mechacics ?

grim lava
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@stark elm

stark elm
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My ability to understand a game's mechanics is not mutually exclusive to my ability to criticize it from an outsider's perspective

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I don't have problems with Shrike for instance, but I can agree she's a problematic barrier of entry to the game

stark elm
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...No?

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Bait used to be believable

grim lava
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Without understanding how something works, you have no basis to propose a solution or criticize it.

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Without understanding how something works, you can’t identify the root of a problem or how different parts interact. This makes any proposed solution likely to be ineffective or misguided. Similarly, criticism without knowledge is superficial and may be based on false assumptions. Informed judgment requires insight into the system, its goals, and constraints. In short, understanding is the foundation for both meaningful solutions and credible criticism.

opal coral
stark elm
opal coral
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For new players I can see it being an issue though. I guess the red dot is where I'd be aiming

grim lava
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stop dude is completly inlogical

stark elm
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You're getting stuck on semantics instead of the metaphor

grim lava
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if you dont understand you cant critisize correctly

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read @stark elm Without understanding how something works, you can’t identify the root of a problem or how different parts interact. This makes any proposed solution likely to be ineffective or misguided. Similarly, criticism without knowledge is superficial and may be based on false assumptions. Informed judgment requires insight into the system, its goals, and constraints. In short, understanding is the foundation for both meaningful solutions and credible criticism.

@Bunny 할아버지
If someone were aiming at me here, should they aim for the glowing red dot?

stark elm
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I can fucking read, don't patronize me kid

grim lava
opal coral
grim lava
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haha dude is angry

opal coral
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I had blocked him already

stark elm
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If we gatekeep criticism of the game to 100+ hours players, we won't get anywhere productive

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TC takes opinions and feedback from all its playerbase

grim lava
dusty forge
stark elm
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Otherwise they wouldn't even acknowledge the fact that Shrike is a pain point in lower skill brackets

stark elm
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Likewise, even with my hundred hours, I'm still not incapable of acknowledging that an issue can and is a pain point for different skill brackets

grim lava
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totally other topic

stark elm
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It's the same topic when the point is gatekeeping feedback by hours played

grim lava
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no

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you dont need to have 100+ hours to understand that isometric view affects aim

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the any person learns this in game and ajust

stark elm
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And the way the game handles it and presents it is a pain point that many have highlighted

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"Just learn the game bro" is reductive rhetoric when we could be improving the game's readability without being exclusionary

grim lava
dusty forge
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lol sorry i got the thread hung up on aiming but I think they are intrinsically related and one of the major reasons I dont want more vertical movement. But yeah, also I want walls to actually function like walls most of the time so that positioning and sightlines are really important.

wet idol
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I think the game is best when it has a lot of varied playstyles some are better on land and others in air, “MOBA” style characters that are less mobile usually have good tools while movement characters are usually better on land, I think that brall may need some slight trimming of one or two tools to bring him in line but I think of games like smash bros where certain characters will play a different game than other characters (Ken, Steve, Terry, Ness) I think it’s fun when characters vary

Like void being a immobile character but having strong tools is really interesting and causes him to have a unique relationship with items. Personally I play Jin and mostly play him for his movement. I think there should be a standard for movement and wukong def shouldn’t have the level of power he has especially with vertical movement

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As for mobility in general even in league there’s a lot of difference in mobility like think Akali vs twisted fate, still a common fight but their tools differ a lot and it can still feel quite fair, I think though with an emphasis on fighting a lot more in BR it can be a bit more easy to feel like certain characters aren’t keeping up, I think this is better addressed with items and powers rather than just nerfing characters (which is good in some cases) it’s good for characters to have unique strengths and weaknesses, sometimes with more mobility you can introduce more interesting weaknesses

dusty forge
# wet idol I think the game is best when it has a lot of varied playstyles some are better ...

Creating different and novel gameplay between characters while making sure everyone is playing the same game is a difficult balance to strike. Smash Bros is a great example because it often fails at this. Steve is a great example and I still remember when Bayonetta was added to Sm4sh and thinking, "she's just not even playing smash bros..." On the other hand, My fav fighter is GGST which is a totally whacky game. At the end of the day, the devs (with community feedback) have to draw a line about what kind of variety is acceptable and fun and what isn't.

cosmic tartan
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it really is just rocket high tops

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because its not even just "mobility"

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rocket high tops benefitted a specific type of mobility

opal coral
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Anyone with a low CD dash benefits from that item

cosmic tartan
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the example i use is shrike, because you can get insane distance on her dash which is literally irrelevant at this point because rocket high tops + glider feathering makes every dash in the game go 10 miles

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i feel like talking about wukong and tetra in the same sentence is just wrong on so many levels

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tetra is just really not that mobile outside of the verticality

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especially in a fight

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i actually like tetras design because they managed to make a character that can keep up with the pace of other hunters outside of combat while having less mobility in combat

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playing with extremely low mobility characters on your team is often just straight up unfun with the increase in the map size

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wukong is problematic because he combines the most powerful dunk in the game, an extremely large and spammable self shield, vertical mobility, horizontal mobility, and multiple skill that are either iframes or effectively iframes

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giving a character too many mobility tools just makes them straight up unfun to play against

wet idol
# cosmic tartan it really is just rocket high tops

I agree high tops def was a huge buff to multi dash characters especially, I think it would be interesting to see if they could find ways to maybe make more boots that can help out more immobile hunters I think they could hoenstly buff the red boots a bit, maybe make it so when it when you pull out glider it uses a bit of heat to make it dash? So you can kind of use it? It might buff dash gliding a bit more but maybe it’s got a threshold where you have to hold it a bit longer to get the dash since multi dash hunters usually like to just tap glide to extend dashes?

cosmic tartan
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just remove high tops\

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to start with

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then tone down cdr significantly

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and grapple

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from there u can see how the game actually feels to play and make further changes

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because my main question is how much changed because of hightops and how much changed because of the map itself

hard night
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Or give high tops a cooldown to when they can affect a dash

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So you have to pick and choose

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But tbh that sounds like it would feel like shit lol

cosmic tartan
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i just dont like them

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they feel like shit

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gameplay wise

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trying to do cool plays with big ultis feels like shit bc everyone can dash 7 miles away instantly

hard night
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I like em on ghost bc they make my dash feel like old dash + jump

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It's really revitalized my old playstyle on him

cosmic tartan
hard night
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But also everyone has them so....

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I think it was removed bc it was unintuitive not strong. Ghost became much stronger with the new short air dash

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I yearn for the days where ghost had to think about his nades

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Now it's just perma-dash kiting bs and I hate the playstyle

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I love kiting but not perma dash

cosmic tartan
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yeah

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kiting out and hitting a clutch nade on ghost used to feel so good

wet idol
# cosmic tartan tetra is just really not that mobile outside of the verticality

I think tetra is fine partially because her dash feels more like a damaging ability and most of her mobility comes from dashing using charge lmb and her wall which is usually best with a zeph or some other movement supplement, maybe she hasn’t been out long enough but she also feels a bit chill maybe just traumatized from wu lol

grim lava
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i feel tetra is ok, after dunking changes. but well i still think that any character with dunk skill rules

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at least on this map config

cosmic tartan
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ulike most other impulses

delicate zodiac
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Most impulses require a charge... unless they are a dash, which isn't really related to this.

wet idol
cosmic tartan
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wu lmb is a lot faster

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than the others

wet idol
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His def has the shortest charge, it’s funny I was thinking how they nerfed Jin’s lmb charge but he has one of the longest charges and also has the shortest range (im just a salty Jin player)

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Considering they nerfed oaths so bad I’m surprised it stayed considering he has dash rests on trees

delicate zodiac
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I believe his lmb needed a nerf but it was way too much.