sure ... sure Jan... and I just didn't have a game where the winning team get 15 points from doing objectives if you think that frontlines are supposed to be about KILLING then WHY THERE ARE OBJECTIVES
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-Change how matchmaking functions because there has been on more than one occasion that the enemy team has a few people that queue all at the same time to get around not having a team queue. Why change this instead of adding a team matchmaking? Because people will continue to exploit this well after one has been introduced. It is an objective advantage over purely random matched teams, as they likely talk over discord and more effectively coordinate than what the limited chat allows.
-Remove the damage from the wind mechanic in cloud 9 entirely. Being knocked into the air is already a massive disadvantage, and it punishes people who need to use their guard before the hazard timer. It's not a fun mechanic to play around, and the supposed 'safe areas' are inconsistent. I've tried standing in them, and was still killed by the fall. Cloud 9 remains the worst stage of CC, having no sprint boost to offset the frustrating respawn times, the wind mechanics which can be difficult to keep track of and overly punishing, forcing you to use a precious resource (Its not even a potential comeback mechanic, the dominant team is far more likely to survive the engagement even if they're all knocked up), and there is only a single choke point in the center, forcing assassin characters to stay passive on first engage.
-Adjust the respawn timer. Effectively you have to wait more time than what is shown because you are forced into a respawn animation that lasts a few more precious seconds over the time you had to wait. This is likely baked into the design of the game so simply removing it wouldn't be feasible. To compensate, lower the respawn timer those extra 3-4 seconds.
As for changes, I'd throw SAM up in the nerf pool. They far outperform some of the other jobs who similarly want to focus down picks and out of positions, and short of having your team focus them (which can be disastrous if they manage to do a cheeky debuff into LB and wipe your whole team). They need few conditionals to do their damage, and are more well rounded in options.
I don't like the way GNB is designed and frankly I don't think it should function as a poor mans multirole with junction. Ive seen other people say it's underwhelming compared to the other tanks.
I think bind is just a worse stun, with far less utility. At the very least make it so bind makes you unable to turn your characters direction.
I agree WAR is too strong, and there are several things Id do to take it down a few pegs to PLD/DRKs level, mainly around its abundance of CC and just how good its LB and survivability is. Everytime I see a war, unless theyre heavily focused and the enemy team isnt picking people off while they focus, trying to run down a WAR feels like a lost cause.
for the wind mechanic the game gives you a warning and timer when its about to happen on the left side of your screen, at around 2-3 secs left you pop guard and it ignores the mechanic. you can do the same with the lava map mechanic as well. I know its not obvious took me 3 matches until I realized lol
Make the player screen load to base while waiting respawn to cut down the extra load time.
Don't respawn players after the game has ended and they are at the information screen.
For them to crack down on the add-ons and other cheats that are going around.
How are people cheating?
Random classes in matchmaking, I'm convinced the devs who make PVP have single digit IQ
I want Chainsaw to have the one shot taken off and to just have it be buffed up to be stronger than drill/air anchor instead
It always feels like a waste of a skill to use chainsaw because it either does nothing or has a 3% chance to instakill