#Direction of Design Philosophy and Gameplay

16 messages · Page 1 of 1 (latest)

ionic tinsel
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First and foremost, my most sincere thanks and love goes out to bapbap 's incredible dev team for their hardwork and passion on developing such a jewel of a game. bapbap has come a long way since we last played 6+ months ago so I am very optimistic about its future. bapbap is so refreshing to play on so many different levels. The MOBA action-brawler genre (including battle royale and moba-like games) is up and coming in today's gaming space as new titles like bapbap , Fangs, Omega Strikers, and The Machines Arena are in the development phase (listed are the most popular ones but I believe there are more).

I thought I'd share some thoughts on the current direction/recent changes (although I understand those changes are experimental and in no way reflective of what an open beta/full release would look like) made to bapbap 's game feel and overall pacing.

MS Nerfs across the board (RIP hasty boots CryingGhost), changes like damage delay on froggy and skinny ultimate, and Chuck's increased "air time" while spacing negatively impact (in my opinion) the game's feel and responsiveness. While slowing down the game's pacing does make fights more "readable" and more accessible to new players, it hinders other important (in my opinion) aspects of playing an action-brawler game like outplaying your opponents with good movement (base MS is just too slow and I can barely dodge anything with hasty boots), especially in a game where everything is a skillshot. In addition, in a competitive dynamic action-packed game like bapbap ❤️ its important the player feels in control of his actions and I'm fairly confident skinny and froggy mains don't feel like they are when the delay causes their ult to miss when it would have hit with no delay.

More in the comments below ❤️ (repost for doli)

hardy spear
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I talked about this in another feedback post but MS (when hasty boots were OP I'm not denying that) boots was a form of damage mitigation for tanks as you could effectively reduce damage taken by dodging incoming attacks and spells. The game currently does not offer an armor-like stat or damage-mitigating mechanics, other than maybe sashimi ult shield and iframes.

In regards to bapper design, Anna’s (again, in my opinion) feels outdated compared to other bappers. Her ult is easily cancelled if cc’d and consequently loses a lot of pressure. Kitsu’s can also be cancelled but it’s a shorter cast and will use from a safe distance. Her Q is easily dodgeable even with hitbox buff. Hitting Q is inconsistent therefore punishing as you're not guaranteed a space reset. A huge part of Anna’s kit is the ability to zoom (dash) towards and away from opponents but it’s the most basic movement ability in the game, not offering an iframe or extra spice to her kit. In my opinion, it doesn’t do enough to fulfill that “zoom zoom” fantasy.

fast drum
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I think some champs should be simple. I like annas design. She is the zoom zoom so her space needs to have short CD. Her ult might need a tinee bit of love but thats about it imo.

hardy spear
fast drum
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One thing that comes to mind is some characters used to feel more whole. Anna, frog, skinny come to mind. They feel gimped. If you had old anna, frog, skinny with new kitsu, chuck, tv game would feel fun with a strong power level

ionic tinsel
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isnt anna like incredibly op rn

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same for skinny

mortal condor
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no skinny is solod by bushes

hardy spear
ionic tinsel
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like im pretty sure anna ult kills the majority of the cast

ionic tinsel
hardy spear
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Oh LaughingGhost so that's why Pie was building Spiky bag and bulky boots I believe on Anna. So could be just a matter of balancing tank items

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Isn't it ironic that tank items feel underwhelming when you build them on tanks and really strong on assassins and bruisers

ionic tinsel
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yeah

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basically everything build 2 tank item 1 dps item now