#June 03-04 Ranked Weekend Feedback
208 messages · Page 1 of 1 (latest)
i wuv it
Game is super fun! I enjoy how responsive the controls feel (even compared to battlerite) though I would like the choice for quick-cast to show the skill range kinda like in league. The special items shouldn't share the same color as the gold normal items either (imo). Is there a way to see player health? It seems weird that we have solid damage numbers but not health values.
maybe a good feature would be merit count/feedback after each match
so that the toxic kiddos would be placed in the lower lobbies
or the dumb ones
Some sort of reporting feature would be after game release I believe.
Sadly can't punish the few players we have no?
Yeah, report and ban would be more of a launch thing most likely
funny how i barely see any hackers
Not yet, but we do have discussions about showing hp!
feeling burnt out, struggling to find a decent balance between playing in a trio and noob stomping, and playing solo where I encounter players who don't seem to understand the game (the people we noob stomp as trios). playing solo is a discouraging experience, and while playing in a trio is somewhat better, it's far from ideal. overall, I do enjoy the gameplay, it's just that the quality of the matches is extremely disappointing imo
This will be saturated with a higher playerbase imo, considering most non noob people trio stack anyway and they all stop playing at the same time-ish so you can find yourself in noob lobbies in time windows where others aren't on.
Anything you think would help with the solo queue experience outside of VC? Like better pings and indicators?
Im feeling the same way rn
possibly its gotten better over the past 2 ranked playtests. I am more worried about normals though since that 80% of the gamemode that is on
My only issue with the game is the connection but I know that will be a future thing having an EU server. It just feels a bit sad when I get hit by an indicator that I'm not in or I can't "react" to something due to a small delay. Good example is the bear traps I literally cannot sidestep because they still hit me outside of their range.
Balance of characters is good however Sofia just feels useless (outside of "true solo" since it just gives her free lifesteal and lets her be an actual character).
I think metagame is one thing that'll help a little with norms - we just don't have anything for people to unlock atm.
Features missing are just cosmetics + progression imo, it's got a good baseline. (For a full official launch)
Yeah, for sure EU server would be something we want once we get an audience. It shouldn't be too hard to implement - the system is mostly in.
Yup, that's one of our main focus atm!
Where would you think of having it? I recommend Amsterdam since it's a good central area + I (think) it's relatively easy to host there.
I want mastery points so I can flex with a mastery emote.
buff duoQ
I think we have a server location, no idea where tho lol.
matchmaking should be tighter as well imo
We have discussed something similar to this for sure 😄
playing with bronze players as plat is weirdchamp
Ranked buckets will only improve with more tests imo.
rather wait 45 min
Yeah, matchmaking is manually done for now and today Boccato wasn't as free to make it tight.
ah i see
45 minutes wait in an 8 hour timeframe is not it.
hmm I don't really think so. It's just mostly new players, I'm glad new players are coming, just they have a less experience than some other players
I almost wonder if the game is so simplistic that it becomes very complex and nuanced
and the learning curve is almost binary if that makes sense, though could not be
I think part of it is that its a bit too quick paced atm where theres a lot to do in a condensed time. New players are still trying to go "oh, what's this yellow barrel" and need to have some time to experiment, read skills, read items, etc.
But one thing we will be adding soon is some simple how to play. It's not a full tutorial but it might help.
i think the pacing is really good and the game is easy to pick up with how simple the kits are
good game to play in quene times or before you have to leave
I really hate the browser game feel lol
so easy to leave game cause it doesn't matter
And no reconnects
The good:
Events are really fun. Hope you guys lean into that and do ranked seasons + events.
Unique items have improved game tremendously
New unique item models look great
Cactus seems to be many folks favorite interactable
Yellow cans were a great addition
Bosses are really fun (need more variety & tuning)
New POIs look great
Ground indicators blue/red are much better (should be consistent 😠 turret)
Different entry fees for queing 3/2/1 has created a fun environment
The bad:
Invisible launchpads feel bad
Turrets feels shallow
Fishing feels shallow
Huge impassible mountains/fountains feels bad
Random character select drives everyone bananas
Can't reconnect to games
f5 too strong
Ice can friction needs some work. Feels too floaty.
Suggestions:
Loot goblins
Ziplines
Bapdex
More world events / weather systems / invasions
Oracle shop
Seasonal events
Initial air drop and redeploy pads
Gravestone rezzing
My past ping suggestions
Trains
Mounts
I would recommend turret design more like this. One that can move and provides some pressure in battle.
Explosion hat on kill feels strange. On hit would be more interesting.
Fishing should give some unique buffs. It would be nice if certain fishing locations glowed to indicate higher rarity so it didn't feel just pure rng.
Not a fan of new pink everywhere. Distracting
I guess to add on to that, I suggested idk when about something in the realm of a juice box upgrade/alternative that you can find/buy.
Something like bigger heal or perhaps lesser heal but damage boost for x time?
I also have a craving for skins, make ice kiddo ong and cyberpunk/steampunk TV, shrine maiden Kitsu?, other animals chuck, grim reaper skinny, uhh can't think of anything else.
Activatable equipment can open up a realm of possibility too.
Reset cap -> activate to reset cd's
Deployable shield -> puts down an aoe that gives a small shield periodically
Dash boots -> activate to dash in a direction
For some ideas maybe?
For fun gamemods I know would be an after release thing but they'd be fun as events.
I can imagine a prop hunt gamemode honestly.
Far down the line could just do a battlerite/paladins system where you can have a perk or multiple that slightly alter your abilities.
Custom game mode lobbies.
(I am just shooting ideas that pop up.)
I think the static frost can would be more interesting if it worked like this
Travelling directional wave mechanically like a cactus
More control. Funner to use. Can also be used tactically for mobility to move ahead faster when out of combat or in combat.
If you want to keep the can you could just make a ice version of cactus that works like this.
Remove the Music on Rez Station, it's hella annoying
btw for the jump pads pie had said this was a bug they aren’t sure why happened, but will change back
We plan to have more potions overall
The entire system is still TBD and we don’t know the dates for it
I guess my main concern is, what do you plan to implement into this game that will keep players active? I loved battlerite but it slowly died out, even with cosmetics/mounts/ranked to grind for.
Ofc! It's actually one of the main guiding principles for us to analyze what works and doesn't work for other games of this genre and how to avoid it.
#1 - We are focused on fun first and foremost. How do we make the game fun to just queue up alone or with friends and have a blast? Keeping it fast paced and exciting, making it not feel that bad to lose, making sure everyone stands a chance even when behind, etc.
#2 - We want to make games feel different. Maps, interactables, rare items, objectives, and more - even hundreds of hours in, we want you to still be surprised by a combination you've never seen before and make you go "That was fun! I can't wait until I get this again!"
#3 - We want to keep it as accessible as possible - make it really easy for people to get in and get bapping, easy to invite friends, easy to play anywhere and everywhere.
I feel like Battlerite and quite a few other competitive focused games suffer from multiple of these issues - focusing on esports early, spending a ton of time polishing sterile, balanced map(s), too many mechanics and buttons that need people reading essays to get to the starting line.
Hopefully with these guiding principles, we can get a very healthy playerbase that still steamroll the game's popularity :).
I enjoyed this weekend it was pretty cool, especially how alot people showed up to compete. It feels super grassroots and it reminded me of when I used to play melee.
Once ranked is up all the time I think you guys should look at how Fortnite runs tournaments, it could work very well for this game. Every weekend for example you have a tournament q that lasts an hour or two, and whoever gets the most points in an hour or two wins the tournament.
Maybe they can win titles or something cool in game
yea, we plan to keep running events even if we keep ranked up
Chuck op
snow cap gives me abnormal cell growth
personally like snow cap a lot. explosion cap should be reworked in some balanced way on hit
snow cap cd too short
**Snowcap Nerf: **Please nerf the cooldown of Snow Cap. This item basically dooms one person in a 3v3 in both positioning and gap close. If given to a good team, then it is almost impossible to lose. Especially when timed with Sashimi or Chuck.
Sprint Boots Adjustment: The sprint boots could benefit from reduced movement speed and a slight increase in health bonuses. This adjustment would prevent the ultimate ability of sprint boots from rendering additional movement speed redundant, unless this was intended by design.
Weekend Event: The duration of the Ranked Event seems to be an issue, with four hours being too short and eight hours being too long. I believe a six hour, two day game period would be nice which had a 150 top player cap, 100 player cap, and then 50 player cap every two hours for the first day.
Character Balance: Generally, the characters in the game appear to be well-balanced, but there are a few exceptions. Froggy and Sophia seem to be underwhelming compared to other characters.
Character Specific Adjustments: Chuck's AA range could be slightly reduced to maintain a fair playing field. Similarly, Kiddo's ultimate ability could benefit from decreased damage and range to avoid an overpowered state.
Sashimi Buff: Increasing the shield duration for Sashimi by two seconds would make him a priority pick. Otherwise, he's pretty weak when paired with bad players.
Kitsu Adjustments: Kitsu requires some minor improvements because Kiddo becomes the better Kitsu in higher elo. Increasing her base attack speed, lowering the cooldown on her Space ability, or adjusting her movement speed scaling could enhance her overall performance and survivability.
Kitsu tends to get easily overwhelmed by Chuck or Sashimi in higher elo matches, and her Space ability becomes relatively easy to counter. However, I believe her damage and utility are quite good and don't necessarily need any changes. Rather, it would be more effective to adjust the refresh rate of her abilities.
**Elo System: **It's good, for now.
**Gameplay Balance: **Currently, team compositions without Sashimi or Chuck appear to be at a disadvantage. Efforts should be made to balance the game in such a way that other team compositions can also be successful in the Divine+ rank.
Additional Shield or Healing Character: Advisable to introduce another character with shield or healing abilities to diversify the available team compositions.
**Team Differentiating Sound Que: **Please consider implementing a distinct sound cue to differentiate between the ultimate ability of Kitsu on my team and when Skinny becomes invisible.
Added implementations that I think would spice up the gameplay:
UAV: Consider implementing a UAV feature that reveals all player positions on the map as red dots, either for a brief duration of 3 seconds or specifically within the player's vicinity.
A system to implement this I think would be great is if, just like consumables slot. There is a slot called "Recon Drone." Each player gets one per game, and cannot get any more. Recon drone scans nearby area for any players for 3s. In theory, this would decrease third partying at early to midgame, and reduce camping at late game.
Foresight: Introducing a "foresight" ability that allows players to see either the next location of the zone or the final zone location would be an exciting addition.
Map Discovery: Let me know what map we will be going into in champion select.
Map Puzzles: I want some Area's of interest to have random puzzles that change per game that guarantees a loot item. Perhaps it is stepping on 4 tablets in the correct order, which you can only do by looking around the area to see the right formation. (Just examples.)
Cactus: Cactus are by far one of the best implemented map items into the game. Please have more of these. Very fair, very nice, and a good addition to the game.
are you trolling
about?
well if i was playing on them they wouldve done better
on kitsu
just so happens none of them paly kitsu
or werent
:))
also why we were running it
no
cuz kiddo is just better kits
team comp doesnt change character balance
we could have ran a comp that is better with kitsu
does that mean kiddo needs buffs? no
Such as
but you didnt
sure
right
Kitsu getting partial cd refund if the jump hits someone could be cool and could also reward better players
well ofc kitsu isnt weak
?
theres no reason to pick her over kiddo
when sash on team
and what are you gonna run in top 10 with no sash
either 3 melee or 3 ranged
but i know 3 ranged is piss with chuck sash kiddo
My 2 cents is kiddo needs nerf, not kitsu buff
ur basing ur entire reasoning because the 3 top teams didnt play kitsu, which is only bc im soloq day1 and 4fun on main day2 and goodshot didnt play day2
and conan on chuck duty
i think there is
kiddo just has too much going on, needs some toning down
?? u stomped maniacs team when u got in game with him
what does that even mean
u did good with kitsu yesterday
kitsu is a lot better at killing tanks
day 1 is kill farm PvE meta
and im saying at the highest lvls of divine
there is legit zero reason to do it
i mean u woulddve played it day2 if goodshot was actually playiung
its not like u werent playing kitsu today bc its not vibale
idk please buf my champ i wont complain ! i think your reasoning is very silly and the champ doesnt need buff but i wont complain!
what are you even saying
please buff kitsu ❤️
im not backtracking
said my opinion
if they buff kitsu im cool with that but i dont think she needs it at all
then just say that at beginning instead of going into a back and forth about
how shes viable or whateve
no one said she wasnt viable
its just that kiddo provides way more space and zone control
which is more important in higher elo anyways
Snowcap Nerf: good
Sprint Boots Adjustment: weird
Character Specific Adjustments: weird
Sashimi Buff: weird
Kitsu Adjustments: weird
Gameplay Balance: ehh
Additional Shield or Healing Character: maybe shield like sash not heal Team
Differentiating Sound Que: PLEASE ADD THIS I NEED TO KNOW IF MY KITSU IS ULTING OR THEIRS
UAV: no.
Map Discovery: yes pre game good
Map Puzzles: takes too long prob not good
Cactus: cactus gap
(all in my opinion)
didnt add in some others felt either they didnt matter or whatever idk im tired but
maybe instead of flat +2s on sash shield maybe make it decay than just instantly disappearing? sash shield does feel a little underwhelming with how little it lasts for
deacying sash shield seems good
not enough players to look at pick
rate tbh
kiddo and kitsu are fine as they are
i do agree with the sashimi buff tho, either give her cdr on her auto like chuck or give her ult more shield
her cd is insaneley long
sash shield on e starts at the same time as the knock up, so the shield will have already decayed against people hit by it, unless the change/buff is crazy, will always be a nerf
sofia buff... :D
^^^ true
+1 buff sofia 😃
I don't think much people noticed but great job on revealing former hidden jumppads, definitely really helpful for new players who's feeling out the maps 
maybe spawns should be better balanced? sometimes feels like 4 teams near you and sometimes no one around at all

