#Do we like "slowvive"?

1 messages · Page 1 of 1 (latest)

forest slate
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This is meant to be a discussion on how tc has been nerfing a lot of hunters' mobility. Jin beebo as the best examples probably, and grapple nerf dor an item as an example. And due to that brall and elluna are probably going to be hit somehow in the mobility department.

There have been a lot of discussions on the mobility disparity, and they are slowly lessening that by slowing down fast characters.
I am NOT saying the game js necessarily slow rn. Just compared to legit just 4(?) patches ago the game us significantly slower overall.

As a hudson player, I'd say it feels nice not to be so slow I can't even touch the fast hunters. But, woukd it have been bettwr if they just upped his mobility in some way instead?(I already have a thread that gives some ways to do this without just adding a second dash). Void, idk if they could ever do anything to help his mobility.

boreal coyote
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I think it's good overall. More team play and less cracked out movement

shut parrot
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Mobility in comp games are always hard to balance tbf...
Jin Mobility nerf was just... Idk, too much?
For me its okay to have fast champions since they need to be a great player to do that "fast" thing.
Beebo was quite easy abuse, same with Brall atm in some parts.

But, the way they nerf it its just cancer.
TC problem its that:
Nerf=Kill

We need champions that are Mov based (With player skill on that) and mov avg for all champs to no fell like an ice in the swamp.

Using as example:
Phoon from CS:Souce, the bhop for him was just too much... But was a literally skill player... Not everyone was able to do that in the same way.
And they nerf it cuz of him... And he still the same basically (Of couse the bhop maths was cancer in that Phoon era), the same happened in CS:GO, bhop for skill players was so much great, but less great for low skill players.
And then they kill it in CS2 xd

Should be the same in Supervive.
Mov its not a problem if an effort its needed.

vivid sparrow
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Ability and dash spam was way over the top. Items with stats like Songbow should have never made it into 1.0. Even with limited testing time, it should have been obvious that those items turning the game literally into URF. The more ability spam, the less skill is involved in combat.

forest slate
shut parrot
# forest slate I honestly wouldn't say you ever had to be that good at the character to do the ...

Thats the problem tbh, u dont need an effort to do all that.
And you should need it!

Thats why TC should balance things more towards Micro playing than Avg playing.
Jin have insane jukes and mov? Great, but u need alot of time and effort to be able to do that... Not just pick him first time and do that (Like was in some beta times with alot of hunters).

But, they just go and kill it cuz of yes...
Seens like Riot 200 years of balance way tbh.

forest slate
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Not even sure how they could make stuff "harder" without decreasing the timing window but even then i feel like it'd still likely just take a few days of playing the character to have it down.

Oath's current podracing is probably a good example of how hard other stuff could be. As actually timing thay has become kinda tough. But with just a little practice it still isn't too hard to get down

shut parrot
# forest slate Not even sure how they could make stuff "harder" without decreasing the timing w...

Idk either....
Maybe they would need to change some Base mechanics from the game itself or a complete rework of most Maths behind some hunters.

Supervive its not design to be a hard micro game... As I think to be honest.
Maybe i'm wrong... But, its more a Macro based game.
Could use Heroes of the storm as an example... In a "real way" to play the game, its more about rotation, map knowledge, comp and timing.
Not about insanely Fakers carrying like in 2013.

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So its hard to even think about all that change or making it harder to do/learn.

vivid sparrow
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Supervive a macro game? The only macro decision you have to make in 1.0 is, where you gonna drop. From there it is just camp farming to get the same relics.

  • Vaults not important
  • Bosses not important.
  • Build diversity doesnt work. It is a decent idea on paper but it doesnt work because we dont play a 5vs5 format where you know what you gonna be match against. It is 11 different teams running around. So you just build what brings the most use from a general perspective

It mabye seems deep when you play your first few rounds. But issues coming more from lacking explanations and aweful visuals. And if you dont know how a general match works after 5 - 10 rounds, you are pretty much a pretty slow learner. Not even close to games like LOL, Dota or even CS (from a different genre), where pro play is macro-wise a totally different game compared to soloQ.
No game will last for a longer time without a deep, complex macro play. This is what makes the famous esport titles so interesting

ripe cargo
# vivid sparrow Supervive a macro game? The only macro decision you have to make in 1.0 is, wher...

Just going to comment on your point on build diversity.

I think the point of build diversity should be focused more on the 1-player experience than the 2-player experience, at least in Supervive. Ideally, the goal would be that people find build(s) they like and do something powerful rather than trying to counterpick based on enemy team comps.

I think that is also an idealistic viewpoint on build diversity that isn't realistic at the highest level, but for the average player I think player expression is what build diversity should be looking for in Supervive, not counterpick potential.

distant dock
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It's fun during the honeymoon phase around when your skills peak