#XL Map Feedback
1 messages Ā· Page 2 of 1
prolly already mentioned here but there are too many walls, too narrow map
Ngl, those are not bad bumpers xD. If you mess up a bumper and it puts an assassin next to you, that's imo is a funny moment. An assassin using it to gap close is also a good use of it and is also an intended effect. We totally want there to be multiple sides. If you don't want an assassin to use it to gap close, pop it as a ranged character - you have ranged advantage to do so!
And imo, these are less about inputs, more about tactics. The three levels of gameplay depth are mechanical then tactics then strategy in that order and mechanical are often times what keeps the casuals away from a game (fortnite wall building, fighting game combos, etc). Compared to giving people more buttons to use, this keeps input simple while expanding options. A good example of this is Nintendo games where they often times use one button mechanic to do a lot of different things - keeps input simple for everyone but greatly increases variety and depth.
Yeah, these are less about inputs and more about tactics, but when they're everwhere, they start to incur more on the input side
And sure, I agree those are funny moments, those make BRs nice, it's really highlight-friendly, but it's not as easy as you say "you have ranged advantage" on those things. Because you're actively playing a cat and mouse game with them, and they have every tool at their disposal to get to you (attacks whilst not losing speed, gap closers, burst damage), and you have your range. It's not a simple thing to do, it is for some characters more than others (anna can reset her dash on a bumper and still be bumped, TV can hit stuff while getting out of there for the most of it) But if you miss one of those things as a ranged, you're doomed, and if a ranged hits that thing and you can't use it anymore as the assassin, you still have 2, 3 (froggy) skills as a gap closer, so it puts way more restraint on a Kitsu, for example, than onto a chasing assassin
There's also the point that bumpers are a huge push. They cover what an entire screen?
I do think that that is still more of a balance issue tbh. If kitsu is getting jumped on too easily and can't fight back, we can always give more power to her kit. Basically in areas where there are gap closers, assassins can use it to go easier, if there isn't then ranged can get their advantage and pokes in easier. There are lots of factors to consider for these kinds of situations, which is good imo. Is there a wall? Kitsu can wall hop over it. Is there a bumper/jump pad next to you? You can use it. Is there a bomb next to you? Trigger it while they are sliding at you. On top of that, your team can also stun them or burst them. This is why having more stuff gives options back for people imo and helps a lot with preventing the game from being "solved", which is the strength of a battleroyale imo.
I truly think you're pushing the game design towards somewhere kitsu can't be viable. It might be able to be addressed with balancing, but I'm interested to see where that's going
On this current map iteration I personally find no enjoyment in playing her even though she's one of the characters i have max mastery and like what it brings to the table
But it's just unnecessarily stressful to play her at the moment
idk I find playing kitsu really fun rn
I know. It's a personal thing
But I have a huge feeling of unfairness when playing her in pretty most the entire map
When I could be playing anything else that works
And is also fun
the map has a bunch of cd reset orbs and its also a consumable
Yeah. I love the reset orbs
you can ult spam easily
That gets froggies having 6-9 gap closers :p
I don't know. I'll wait for rankeds to comment out more about these issues. I feel there's a huge and I mean huge unbalance on characters with the new map, but it's not data-based. Only on what I observed in-game
So it's tricky to address those
Everything is a balance for sure. Froggies eat kitsu alive even before the new map. I was rank one kitsu for quite a while in the game so I def get you when you say there are times when a froggy or sofia or skinny gets on top of you and there's nothing you can do. But I think atm, the interactables offer some new ways for you to disengage that you didn't have before as well + more bombs and hazards that kitsu can trigger from afar also opens up her deadliness at range.
I think that on this topic in itself the only thing the map has added was that melees now always have a way to engage and disengage. A kitsu does not have that privilege at all and there are really specific times and situations where she can offer any sort of pressure
She's currently an entire reactive character that cannot mess up
Yee, to me, this still sounds more like a character problem.
Kitsu has always been quite a bit more team reliant and need more specific items to function.
kitsu buff would be poggers
Which becomes another issue now that items aren't as easy to come by with the current loot distribution
So as you said. There are a lot of things pushing her to this state
I do still think the map pushed some melee characters off the curve, which would also need to be looked into (either bringing them down or pulling the rest up)
Don't think so. You can get really good items early on
Yeah. You always can, since it's rng based
But it's been discussed here already that the loot was purposely changed
yeah meta feels melee oriented
Into pushing items to be more spread out
no I mean that I've been getting more purples/golds early on compared to the old map
And less easy to ppl to be in a godly build in the first 2 mins
It's a 2-way street. It's slightly harder to get good gear early and slightly easier to get good loot late (more teams = more snowball potential, longer game/bigger map = more loot/money overall) and kitsu is one of the best characters when scaled.
Then you're lucky
yeh...
Excellent, doesn't change the fact though
Also. It helps if you're premade
And ppl can funnel stuff to you and play as a team
We don't really have much to go on but kenneth's first impressions is that zook is strongest and kiddo is up there
was that solo queue?
3 stack but with irl friends
they dont play that much
Not too sure about meta given that we don't have ranked and stuff.
Overall though - we do want to stamp out negative feelings with characters.
That's already better than good
try kitsu in solo queue
alone she is useless
I did still managed to win
but I got pyn randomly in my q
I think skinny is not only strong. But it's currently unhealthy
I don't agree with that tier list at all
As skinny I can finally pick every fight
I can hide until my stealth comes back
skinny in 3v3 is the saddest thing I have ever seen
I don't know. I keep seeing skinnys doing pretty well all around
skinny only have an upper hand when they ambush
skinny in norms works because people do not have coordination
Skinny can always ambush on this map though. That's the thing
Well. I can only speak for norms atm
Everything changes with premades and with ranked
On the only experience I had with rankeds on the ranked weekends
Skinnys and kiddos did awesomely well
Since there were no downed mechanics back then
how is balance done? based on how well characters do on their own or in a team?
If boccato loses, he buffs the character he's playing and nerfs the character he died to
lmao
I hope boccato plays kitsu next š„ŗ
I think sofia is on top there
there is currently no ranked system so maybe they could use the winrates from people who are above a certain level so Guests are not included
skinny did not do well...
I agree with kiddo and zook being top tier. They are good and controlling corridors, corners, can do tons of damage over walls and still do a lot of damage without damage items being a necessity and have a lot of room to miss stuff
My memory might be failing, since it's been long. But I do remember skinnis being fine back then. Not below all other characters at all. Again, I only played it solo back then
small rant: ||kiddo's ult has a higher damage scaling ratio than kitsu's and a higher base damage whilst it being AOE with a large hitbox and a shorter cooldown||
And his slow also has a longer duration I believe with a bigger aoe and applies burn
Kiddo is more of a mage archetype so his lmb sucks compared to kitsus, is much harder to land, his q has shorter range, weaker slow, his ult is shorter range, doesn't rooted.
Yeah. It has pros and cons. Can't deny they feel entirely different
But on this map, the bad parts don't matter that much imo from Kiddos kit
this.
The thing that can and often hurts him the most is still melees being able to get to him like onto kitsu
I mean, the opposite is true. Kiddo has no wall jumps and dashes to get out of barrels or avoid assassins, so this map makes him weaker than kitsu in that sense.
Give and take ya know?
Yeah. Exactly like I said. Both sides are true
It doesn't make him weaker
Because the kitsu also suffers a lot from it
Due to her not being able to apply her kit that well anymore
And it's nice when you can hop over a wall. It's a clear advantage over the ones that can't
But kiddo also has a shield and ms boost. It's not like he's helpless in that matter
kiddo just happens to gain much much more than other characters from having a team to protect him
more rant: ||Yeah except kiddo can click his ult and take down the assassin that jumps him whereas kitsu will miss her ult 100% from up close and if the assassin is able to deal with her 10 seconds long jump, kitsu stands no chance.||
it's rant
but in the end i wanna see them winrates
You're right guys, kitsu sucks. Were removing her from the game š
lmao
On the previous map you had to respect a kiddo as a kitsu. You had to play the range game, and you'd struggle most of the times if you're fighting in close quarters
So this circles back to the point of not having her places she can shine like that anymore
At least not for the most of it
Bring the axe
I still think all of this is balance rather than map imo. There's still quite a few areas where kitsu shines like corridors or chokes where kitsu can q and fire non stop, outranging kiddos and poking assassins down before they can engage. It's just not a fully open map anymore.
Old kitsu used to scale really hard where 3-4 autos killed someone. She got nerfed due to openness and kitsu supremacy so it might just be time to revert some nerfs.
i mean i am sorry for using this channel to rant about her, but don't you think it would be better if she could stick to a certain build that she extremely excels at? sure, nerfing her autos was a fine idea, but why not buff her abilities? they have super long cd anyways
wait
lemme edit that
especially that ult
Make her dash one-shot enemies, totally balanced non-favoritism in play at all
:p
let's say you guys want attack damage and attack speed to be her optimal build
so what can be done? decrease her ult cd by a bit
for example
and in another patch she can have lower attack speed but do way more damage with her ult and q so now suddenly you have one character entirely switch up builds depending on patches
and that's cool
rather than every part of her kit being slightly mediocre but making it so that she can have more builds
Games evolve. I'd rather not have the game constricted due to how a single character excels in the game due to its kit being old. Kitsu might need to be reworked in the future, have some abilities changed entirely so it fits the new direction bapbap is going.
League has had to do this over and over due to their new directions, but this is too early to think about these things
Without even trying to attempt to make her viable with what she has. It's really hard to say how it all feels right now since we all have vastly different experiences based on the amount of ways we can play the game
If you take anna for example. I feel her design fits absolutely awesome with the new map due to what her kit offers
Previously she felt too situational. On this map it feels like there are more and more opportunities to make her shine
I think main issue is homogenization, where everyone who excels at everything is boring. Specializations in how you play is what makes characters and mobas special. Kitsu is a marksman so pushing her more towards mage spell spamming is a bit weird. Not to say you can't build cdr and play it that way, but we should def keep her power fantasy strong.
I think top tiers think anna sucks cuz it's hard to approach without being nuked down xD
Now that's a clear numbers issue though
If everything didn't burst everyone you'd give her more time in fights
But anyways, I genuinely think that parts of the map can be improved, some areas opened up, but I also think characters just need a balance pass to match the playstyle. We changed no numbers going to the new map, more players, consumables, etc, so imbalances are bound to happen.
Yes! Exactly! You want her to be fitting a certain arhetype, but her kit doesn't synergise with that archetype (in this case being an auto attacker). My examples of ways to deal with that issue are: increase the root from her ult so she can land autos in the meantime or make it so that she does higher damage with autos after she hits someone with ult. This makes it so that she is still as strong as before, but you get this huge reward for hitting her ult, and since the ult only makes it so that you can deal more damage with autos, you wouldn't be building her like a mage or treat her like one so you would still build attack speed and attack damage.
What do you think?
As a fellow Kitsu main
I think kitsu is in a good spot currently and as a melee player in ranked buffing a ranged character is the last thing I need right now.
I never said buff her range
I mean this is why I am curious about winrates
I throw ideas but I can't back up my POV with evidence that Kitsu feels weak and awkward to play.
And I never said the weakest, but definitely a weaker design.
not the mention melee characters are getting more gap closers + buffed lifesteal items
but this isn't a rant about melee vs ranged
i ain't saying balance this balance that
i just threw an idea of what would make kitsu's archetype more refined
and more rewarding
i've had moments i use all my abilities and i can't kill the enemy just because melee champions can build hp and lifesteal
kitsu is not weak and awkward... just hit your shots really fun in 1v3
@spring reef I now understand what it was like to listen to me complain for like 11 months straight
(self depricating joke not at your expense lee)
I dunno, personally I think kitsu is one of the best designed characters because she isn't overly reliant on X skill before Y skill. Playing kitsu is free-flowing and fun. Use Q as poke, as zone, as protection as cc, etc etc. Use E as finisher, as fight starter, as cc, as long range interactable trigger, etc. Or just hold your skills and spam lmb when you don't need them.
Could bumping spells be effective for her? Perhaps, but there's lots of directions to take her imo. Increasing lmb damage to start with might be a good way since imo she's been on the weaker side since the nerfs + hp buff.
Then again, I'm not the guy that handles characters and balance, so convincing me also doesn't matter xD
Yeah for sure. I never expect anything I say to be taken further. It's just that those things feel worth telling because you main Kitsu and are directly involved in the game one way or another.
kitsu best build is 3 cdr
š
Oh it's okay I am used to this. I used to make high elo Wild Rift guides in Reddit and occasionally there would be someone to debate with. I always try to use evidence to back myself up, but I will have to wait until ranked releases and the game starts showing winrates.
It feels better to express opinion here tho. Complaining in Reddit never caught Riot's attention especially when all Riot wanted was to get money out of players through gacha and skins. I will try to express my opinion about this game here as long as it's noticed until it becomes big enough and all the company may want is profit.
Were gonna start charging $5 per feedback read*
*Action upon being read not guarenteed
Balance method leaked
Boccatoš© ā¤ļø
REMOVE TRAP CORRIDOR???
its legit so common that circle just closes there
and that is instant lose spot WTF
i dont like that there is almost no loot outside of poi's. it gives loot monopoly to a few teams and realy hard for another team to compeat. if the plan is to have poi be super important, some way of seeing where they are (or the loot is) on the map wuld be good
i dont know if its just me but loot has been super rare lately
pretty much tiering up
increase it for the bad places please
It's cause they moved all the loot into named areas
right side of map diff
There's a graphics setting to enable see through shaders on the characters for situations like this, maybe yours got turned off somehow?
Can't tell if you are saying that right side is good or bad š
when iām in freezy mart / duck park i feel like i get way more loot way more efficiently and i engage in combat super early game
when iām on right side of map
iām just walking around picking up crumbs of loot
and i dont rlly see anyone until i get to the left side
idk
LOL
i think other people have mentioned it too
i know the loot amount is technically the same
im psure if u
but maybe duck park and freezy mart are more open whereas the right side fortress and scrounge r both more maze like?
arent getting good loot off spawn
its bc ur pathing is bad
not tlaking to u specifically just saying
if iām in freezy mart or duck park i donāt even need pathing i just walk into mobs everywhere
LOL
Yo about the loot thing, it's sometimes hard to gather gold for items when your random teammates follow you and steal your farm
But I guess that's just skill issue and you guys have done your math on how much gold there should be per area (??)
So I just end up separating from my team just to get farm
gotta ditch ur mates until theyāre on the brink of death
would raising the gold drop while making it so only green loot can drop from monsters be a thing? would put more emphasis on shop fighting and would be a good poi pull
We tried something similar in the past and looting felt really boring as you didnāt have that spike feel of finding something good
It became very linear / farming
that makes a lot of sense kk.
sewer teleport system
sewer = rat = twitch yay

Pogš¤š
Still think circle needs adjustments and that there are pacing issues
So many games I play like 5+ minutes for very very little encounters
I'm cherrypicking, but there always is variance. In the past, a "low paced game" was 4 minutes or something max
Now it's like 8 minutes
the lows are way lower
Is it me or soloqueue is way worse than before ?
JUST U
It was always bad
And the highs are way crazier as well. I do think that's what they've been trying to push for though. Devs want a more battleroyale and less battlerite feeling to the game, and what we currently have fits that description more from what I've been experiencing
But regarding the map, but the hidden jump pad and bumper might need a nerf
I love using them, but they're too good right now
100%
Beehive low key good too
Drop beehive behind u
then M1 beehive
then u kite towards it
but i wouldnt take beehive over either bumper or zhonyas
Maybe over Zhonyas actually
But defin not over bumper
Feels like Zhonas gives you a tiny bit of "leeway" if that makes sense, e.g. if u misposition, or u just need a tiny bit more time for ur CDs to be up
while Bumper entirely save u outright from a 3rdparty or an engage that u werent ready at all for
Beehive takes a bit of time before it can be activated, but u basically control that entire area during its active duration
thats so good for ranged to just have a beehive on urself, no melee is gonna touch u
idk i think most ppl can just run through bees and one shot u
ye maybe
but sometimes the beehive does enough to dissuade them from engaging
and even if u die, if ur teammates ar alive, they can still try to control the beehive area and rez u
The cast time isn't super long, but it takes like 1 more second before the bee drops
Not as good, but I like it more than everything else but bumper
Jumppad's cast time just way too long, not usable mid-combat
yea i agree itās good
i still havenāt got used to using consumables yet i rarely use them at all
so much potential
bees r double edged swords
not on ranged i think
maybe on melee
but the consensus here is that its good on ranged
ranged u can drop it behind u whre it safe for u to hit it
then u just kite back
melees literally cant approach u or they get into bee range GG
yah itās good when ranged i think
i love being a chuck dropping a beehive for the enemy kiddo to snag it LOO
There's something about the layout of this current map where so many of the spaces feel so much more congested and narrow. I prefer the previous version that had more open ended spaces with more legible entrances and exits. I feel like in this current map, I need to keep the map open more often to make sure I'm going in the right direction. I also agree with other people's points that this map feels like it's really easy to wander around without finding the points of interest or with creeps to farm.
I also personally preferredthe smaller maps. I appreciated how I spent less time running from the circle and more time looting and getting into fights with other teams. The bigger map makes the variance higher on whether or not you'll find other teams to fight with, and I've found in this bigger map: I've spent much more time just idly running around, not finding other teams or not finding creeps.
(also great game, by the way. I've really enjoyed my time with it even if I am kinda terrible at it.)
@spring reef Is it possible to reduce the height of some of the walls we have on the map? It feels like some are way too tall and they get in the camera's way so much. Not talking about the line of sight they break, but more their visuals that feels overreaching towards the camera
Like these, for example, sometimes they block your view of the corridor just because they're a bit too high, does that impact how much line of sight they cover? technically speaking
Chain link fences and the construction fences with the big gaps should have line of sight and be able to shoot through
I'll take a look at what I can do š
esp when kiddo and kitsu can guarantee proc
ya
CIRCLE ADJUSTMENTS + MORE PPL PER GAME PLEASE
39 players would be great
and a consistent numbers of teams spawning in each big part of the map every game
69 players would be great
A little early for a Christmas wishlist 
add kill locations to map 
petition to remove this specific dead end
skill issue
i swear its not just me
idk man by this point I kind have the map memorized
i do too but bc i remember that as the annoying deadend
LMFAO
but i watch my teammates walk into it
You can have map memorized and still feel there's parts taht are super clunky
Game too slow not very fun
No people no loot just getting my steps in
add pokemon go to bapbap so I can catch pokemon while walking around map!!!
Maybe make certain bappables super loud like the pipes or the shipping container
Yep I have been thinking about this, surfaces that are very loud to walk on can be an alternative to things like poison trap for shortcut routes
the invis jump pads are fun to find
https://youtu.be/fxk1syuf5lo?si=DuAva1DykVaLLBe0 new pipe rolling sounds ?
Had to watch the first 6 episodes of berserk 2016....Never again...
EDIT: WHO ARE YOU PEOPLE!


Why does it feel like I know the map so well
Straight out of berserk
execution should be stoped if enemy gets frozen
Omg it dosnt ?
What was the point of increasing loot hp if people complained about not finding farm in the first place?
So people would be pushed to farm together maybe
It's a good guess but it makes it so that random teammates take the items your character needs even more common
That's why I go solo farming and then rejoin once I found the items I need
I am curious of @spring reef 's opinion on this
maybe bc people were clearing areas out too fast 
It's pretty much this
Also, the increase was honestly pretty minor, I dont think it's even feelable tbh
I mean. Most the time I feel like gear is more shop and drop focused than loot boxes. Loot boxes and mobs are but not where most mid-late game gear comes from
And guests that follow you everywhere and take all the money you loot are horrible
This.
There's no preventing to that but to solo farm
solo farming will always be peak
What if they make it so that only the person who last hit the loot can pick up the gold?
Or if the allies need it they have to wait like a few seconds until it's pickable
I've noticed it right away haha. I thought you guys had changed the damage of the characters so I went into the patch notes and realized it was the other way around
You kinda get used to how much damage it takes for you to clear 1 box or 1 bot, and you can def feel any changes to those when it changes the amount of hits it takes to destroy stuff
but I don't think the change impacted the game negatively. It did slow down the farm quite a lot, but I don't feel that was detrimental
yah i get my loot from killing other people thank them for their hard work

i can clear an entire POI and be in all white gear then kill 1 guest and upgrade to all blue
Is it possible to add the old maps back into rotation alongside the XL map or all the old maps perma retired? I kinda miss the variety of the multiple old maps and some occasional faster game play.
hopefully when we have more players we can get mini bap with the old maps
i mean like even in the same queue like randomly youāll be in a small map w less people instead of the XL map kinda like a modifier 
small maps has less players tho
so you'd need a seperate q
Can't really do different player size in the same queue unfortunately
i donāt mind 10 teams in small map 
I can think of like 4 ways it could be done. Dunno if you are saying can't atm or won't.
Currently unable to based on backend
Gotcha
There are many games where I clear out my POI and have the Items I need to fight. When I look at the map though the circle isn't contracted at all, there are no lootboxes etc. How do I Progress? I feel like I should be fighting to press my item advantage, but don't know where to go. The answer can't be to just go farm more until loot boxes spawn or the circle contracts..
In theory it shouldn't be possible to clear out a POI without the circle compressing unless 3 teams spawned there and you killed both other teams really fast. But I'd say going to a shop, then a next POI or another shop would be the objective, no?
Or even going to an active respawn beacon and pick of stragglers
I don't mean clearing out every minion, just getting the items I need to fight
And sure, going to a shop is usually what I do but there are 7 shops on the map, you don't always get a fight
It just feels really bad when I have the items to fight, but can't find one
We are looking into more ways to bring people together for sure
Is this true even for the frozen mart? I always hate when I spawn in there, feels like it lacks loot in comparison to others.
If one goes to the docs on top, another to the bathroom and another player does the main building, it feels like you can clear it quite quickly (Especially if playing Anna / Sofia)
And it doesn't feel like the same on the maze gardens to the left of the map. That area feels decently populated with loot
Even the bottom right one (Desert industrial zone?) Feels easy to clear even if you don't split up.
You might be able to to do the mart within a single circle
not that I think about it, it does feel to me that theres less farm in Frozen mart compared to other pois, yeah
It does feel that way to me. I walk around way too much over there to fight 2 mobs here and there
frozen mart spawn is a placement diff for sure..
It's all the same amount of loot, y'all trippin' š
It's cuz it's more open, mobs just feel further apart
Cuz you don't get guided along a smooth looting path
I mean. I've learned most looting paths, and I believe you when you say it's the same amount of loot
mob distance also effects farming speed
it does feel like there's a completely different pace to looting
I personally hate the frozen mart, I hate spawning in there, fighting in there, and when games finish in there. So I'm sure that plays a part in my perception of it
I think the question we have to ask mostly is whether it's bad or it's bad to you compared to other POIs. If it's the former, it's something to fix, if it's the latter, it's fine since it's preference.
I know some people say left side > right side of the map as well because they prefer less mazey
which is crazy since the left side is where we actually have a maze haha
but yeah. I see what you mean
personally I think the left and dock spawns arer ok
but the right side spawn is really bad
Feels like it takes a long time to get to the good clumps
I just personally don't like the frozen mart as an area. I think fighting on the ice is always finnicky and clunky, it feels really open and empty
Is it "really bad" or is it bad compared to the other POI š
I think its both tbh
nowadays, I've gotten used to the new map. I think this iteration over the huge one is way better
things are better connected
And there's a decent pacing to it overall
Most places are easy to recognize
but the Frozen Mart to me, as a concept is really nice, playing on it to me is just not my thing
I love that the purple mobs wear hats in there
I wish I'd get a hat myself when I enter it
or if I spawned in it
You have to pass an interview to get the uniform
I'd be down for that
I think its layout is really uninteresting, especially for a corner piece of the map
That's perfectly fair, but yeah, I def think some folks prefer open areas with free flowing combat, some folks prefer more mazey tight combat.
It could use some sprucing up overall to make each section of the mart center stand out as well - but we didn't have assets fully ready for that.
Yeah. I think the mart in itself needs some love
put in a big igloo selling ice creams in the middle, make it stand out, split it into sectios or something.
It's really a huge room with shelves and a few registers at the bottom
For sure. I'll be making a pass at the map at some point (still have marketing/community cap on atm)
Completely understandable
I'm sure some people like it as well, but the bathroom part is a nightmare to me. The concept is nice, but navigating through the ice to hit those small stalls is a nightmare, you have no room for fighting either
if I spawn on the left part of the mart, I go directly into the bathroom area to loot it all so I don't ever have to come back there
Yeah, one thing I was limited by was the size and shape of the ice - I asked for better ice painting tools so I can actually make ice paths.
Same btw
It just feels really bad for pacing to have to spend time to weave in and out aroudn a bunch of corridors to find loot.
Like the bathroom section on freeze mart - super inefficient to loot through
Yeah, this.
That's why Duck Duck is by far best POI, IMO.
Tons of loot very close together with clear ways to effectively loot through all of it.
Freeze Mart needs 3 pairs of jumppads
toilet to main area pair, main area to top docks pair, and maybe one jumppad from within freeze mart to below it
omg genius +1
yah i saĆÆd before too that duck is most similar to base game thereās no ice cement quicksand even poison darts etc stuff that interferes w u
Just wanted to cheer you guys for the recent visual overhaul you've been doing to the game. The new sand shaders, vfx and the new assets have really been making the game shiny more and more
thanks bro
Dylan and me have been working on shtuff
shtuff
upvote
i find the normal maps better because you dont search so a long time for enemys and when you find them thers instand 10 or more
It looks like a paw kinda lol
original design
ahh
wow very big
WW
I think that there should be supply drops in the non pois so that there can still be fights outside of POIs
Supply drops can land anywhere. Not just in POIs.
i feel like they should only put them in non pois to spread out fighting
and to have less third parties
I mean. Third parties are a part of any Battle Royal and aren't exactly a thing that is going to be pushed to avoid. Chaos is more emphasized through bappables and third partying. Also there is very much of people staying only in POIs past first 2 circles. After that there isn't much looting left so where supply drops go isn't too important
true i js hate third parties so much 
Third parties suck when you get third partied but are fun when you get to third party
real
i feel like the slime king, with such a big map should be able to spawn twice
because not everyone is going to be part of the action for the helm
I've seen 3 in one game because of fishing
Also slime cap is a very very strong item. So it makes sense it's kinda rare
yeah true
have you tried fighting 4 slimes? its not fun. i promise you
not in the same place
i've fought 4 at once... like fighting 2 already uses all ur movement skills
i was lucky that they spawned next to crane so killing them was actually possible
but if the crane wasn't there i would've gotten massacred lmao
Bro I keep getting chased down then third partied

