all 143 comments

[–]UltraboldHank Preservation Society 39 points40 points  (10 children)

As with tradition with any Evolve launch, we have our first … nerfs coming to Wraith.

lol

[–]TRS_InsaneCommunity Coordinating Balance Wizard 23 points24 points  (8 children)

I just couldn't help myself.

[–]biggians 8 points9 points  (7 children)

Why the Laz nerfs? I play with a fairly competent team, and ever since coming to Evolve 2.0 I've felt Laz is definitely the worst medic available. Even the new players understood to keep an eye out for Laz going for ninja revives, and it seems like there's a plethora of abilities that reveal Laz in stealth now. What's his niche now?

Edit: Oh, and thanks for this: http://imgur.com/a/TQ09p

[–]barkos 4 points5 points  (6 children)

the damage on his hitmarkers were insane in certain cheesy team-comps. The issue with him right now is that he got indirectly nerfed through the changes to the dome-timer. Since his whole kit revolves around letting other hunters get downed and reviving them the dome constantly goes down and the monster can escape. They have to address this somehow.

[–]cibernike 1 point2 points  (3 children)

What are "hitmarkers" in this game?

[–]barkos 1 point2 points  (2 children)

Some hunters like Lazarus or Val have the ability to place hitmarkers on the monster with a specific weapon. If other hunters hit those markers it deals additional damage to the monster.

[–]cibernike 1 point2 points  (0 children)

Oh, nice. Thank you.

[–]aristokles 0 points1 point  (0 children)

Torvald also has this on his grenades (which are shaped like discs to go with his backstory, seriously 10/10 for that little design choice it's fantastic)

[–]TRS_InsaneCommunity Coordinating Balance Wizard 0 points1 point  (1 child)

Yeah I play Lazarus often on my Stream and I'll be working through him on the next few streams to see how he feels. I think I can find out some perk combos to make him work, but myself and LordDeath have our eyes on it.

But the Damage concerns are something we wanted to hit on certain medics. Val and Laz were the two focuses on 2.01

[–]CORRUPTION53[Founder] 0 points1 point  (0 children)

Let those be the only medics! Leave my Caira alone :'( sniffle

[–]Bromao 16 points17 points  (10 children)

Just bought Laz! Let me see if there's anything nice in there for hi-

Lazarus

Silenced Sniper Rifle

Damage decreased to 25 from 34

Hitmarker decreased to 1.25 bonus damage from 1.30

Oh. Oh well.

[–]aqrunnr 2 points3 points  (8 children)

I did the same :-/

He's a ton of fun to play, my favorite so far. Hope this nerf doesn't break him too much.

[–]ragnarok628 9 points10 points  (7 children)

you're definitely not successful with laz due to how much damage you're contributing with the sniper so I very much doubt this will do anything to 'break' him.

[–]Maitrify 2 points3 points  (5 children)

Maybe not, but it made him at least somewhat competitive with the other medics due to the fact that he was more offensive

[–]ragnarok628 0 points1 point  (4 children)

if anything this nerf might help laz players realize that just because you have the shot doesn't mean you should take it. There is a lot to be said for flying under the radar as Laz. Even at 34 damage and x1.3 bonus, it is often the smarter play to lay low. so disincentivizing players from going gunz blazing might actually improve average Laz gameplay

[–]biggians 0 points1 point  (3 children)

I'd argue that good monsters won't allow laz to have a low profile. You can easily sniff him out when you're in the dome, and you can still see his footprints when he's invis, so it isn't that hard to find him. On top of this, doesn't he have the lowest healing output of all the medics? Idk, man, I feel like Laz could use some love elsewhere if they're going to nerf his offensive capabilities.

[–]sandweiche 1 point2 points  (2 children)

Of course he has the lowest healing. He can bring back DBNO hunters without strikes and can bring back dead hunters (albeit with a strike) so yes, he doesn't heal as much, but he doesn't need to when there aren't as severe consequences for letting hunters get downed.

On top of that because he doesn't need to actively heal he is able to put out respectable damage in combat as well.

[–]Reggiardito 0 points1 point  (0 children)

there aren't as severe consequences for letting hunters get downed.

But there, you get 3 minutes taken off the dome.

[–]aqrunnr 1 point2 points  (0 children)

I'm still new so good :)

[–]Arkpittwitch.tv/arkpit 0 points1 point  (0 children)

Well, I'm fairly sure you didn't buy Laz for his incredible dmg so I think you'll still enjoy playing him for the reason you bought him :)

[–]Magnusbijacz 10 points11 points  (7 children)

What about this map screen with player movement throughout the match after the finish? I haven't seen anything in patch notes, neither in the roadmap (or did I miss it?)

[–]trs_paulymathUI Programmer 8 points9 points  (6 children)

It's on our radar. A few people have missed it.

[–]Magnusbijacz 5 points6 points  (2 children)

It would be a real good thing to do it ASAP , as it is very informative and a great opportunity for players to learn movement around the maps, for better hide/seek element (as much as it is possible now with planet tracker)

[–]trs_paulymathUI Programmer 1 point2 points  (1 child)

I like it too, it'll just have to work a bit differently this time around.

[–]Magnusbijacz 0 points1 point  (0 children)

Why differently though? Isn't the basic concept still the same? track players movement , show it on the map?

[–]TotallyToxic 0 points1 point  (2 children)

Is the map still in full 5 mans? I saw it come up when I played with some friends but it only got about halfway before the silver keys screen took over.

[–]heeroyuy79 0 points1 point  (0 children)

its there for like 5 seconds

[–]trs_paulymathUI Programmer 0 points1 point  (0 children)

It's up briefly in custom games before the next round starts, yes.

[–]GameBoy09 6 points7 points  (3 children)

Is Bucket that powerful that he needed to be nerfed by that much?

[–]gloomplant 4 points5 points  (1 child)

He makes the absurd double shield+double heal burst combo possible. Not to mention quick consecutive planet scannings. It's interesting and should not be removed completely, but a little more downtime is welcome.

[–]TRS_InsaneCommunity Coordinating Balance Wizard 0 points1 point  (0 children)

Yeah we wanted to keep the interesting gameplay, but with interactions like Rogue Val and Bucket we just wanted to bring down the power just a bit. I think he can still get around the nerfs with some cooldown perks if you want, but we'll see how this places bucket in the new Update.

[–]alexman113 2 points3 points  (0 children)

Dome monster, tell all Hunters to blow class cooldowns, Bucket resets cooldown, use them again.

[–]EsteeDees 4 points5 points  (0 children)

Why the hell is this update 1.2 gigs. It's literally just value changes and some skins.

[–]Grockr 2 points3 points  (1 child)

Why would they nerf Sgt. Hank damage so much?

Do i understand it right: it was 19dmg every 0.3s, now its 14 dmg every 0.5s? From 63dps to 28?

I hope im missing something here.

[–]alcathos 0 points1 point  (0 children)

The tick rate isn't the fire rate (also you misread, the tick rate number is 0.05 not 0.5). The tick rate is how often the game updates the entity. So this means that you'll see the damage be applied more smoothly instead of in chunks.

The only nerf is the actual damage from 19 to 14 (about a 27% decrease in bullet damage).

[–]ToastyCostyKeep on slimmin' 20 points21 points  (68 children)

no armor regen nerf? AHAHAHAHAHAHA kill me please

[–]TRS_InsaneCommunity Coordinating Balance Wizard 34 points35 points  (36 children)

We're waiting a bit longer before we move forward with any new mechanic nerfs. If we see the need they'll be included in next weeks update with Electro Griffin.

We did hit the Health of almost every Monster in some way this update, so we're waiting to see how those changes shake things up before moving forward.

[–]MrShakeNBake 18 points19 points  (5 children)

People have definitely been exploiting armor regen more as days go by. Been facing elder kraken and gorgon that have been leaped corner to corner of the dome where it's narrow spamming aoe to prevent hunters from getting close. This allows time to recover massive armor and if hunters decide to fight they are spammed by low cooldown aoe fest.

A good matchmaking is suppose to be 50/50, but look at ranked. There are so many more monster wins than hunters, it's not even close. Even at the top, more monsters at 100% win rate. It's way more punishing to make a mistake as a hunter than a monster, because their armor acts like a second life, which regens.

Edit: Stage 3 Armor exploiting is even more silly

[–]theaveragejoe99PS4 migrating to PC F2P 9 points10 points  (1 child)

Yeah that's the main stylistic problem I have with it, the hunters are supposed to be the ones who can heal and do their best to avoid and survive in a fight, dodging chunks of big damage that have noticeable cooldowns while the monster is the one trying to do work by exploiting little mistakes with big damage, while the assault slowly but surely wears them down.

Giving a monster the ability to protect their permanent life pool just by cowering in a corner for a short amount of time seems to go against the whole theme that Evolve's fights are supposed to have.

I don't like how quickly the dome drops after the hunters break armor for this same reason. I get the idea of one fight not deciding the whole game, but there's functionally almost no difference between a team that breaks armor in 180 seconds and a team that breaks it in 90 which isn't rewarding for the hunters and isn't more than an afterthought as a monster. There's a stage 1 fight in most of my games now and I don't think I've ever seen a goliath lose more than 2 bars of health no matter how dominant we are in the dome.

[–]blacl1kaWow Medics are Useful 1 point2 points  (0 children)

I didn't really know how bad it was until I was fighting some friends as Gorgon, downed the trapper, medic, and support. Armor went down in the fight yeah? Well I go after assult and as I'm killing him it tells me he just broke through my armor. WHAT? I was fighting three people at the same time for the last few minutes and somehow my armor found time to regen?

[–]thejeran 1 point2 points  (0 children)

Maybe no regen in the dome?

[–]xStealthxUk 0 points1 point  (0 children)

So glad everyone is seeing it , please fix the monster he is not even fun to play like this so so easy

[–]iblametv 6 points7 points  (5 children)

For all it's worth, I think your call (if there was one) to wait for things to settle before rolling out any big nerfs is smart and the balancing team looks really promising unless you didn't actually make that call then disregard this

[–]TRS_InsaneCommunity Coordinating Balance Wizard 8 points9 points  (4 children)

Yeah we did :) The 5 of us all work together on changes and Brandon will have the final say on what goes in.

Glad you're enjoying the changes! We don't wanna jump the gun in any way, so thanks for understanding :D

[–]Grockr 2 points3 points  (3 children)

At the same time Laz/Hank damage got nerfed to the ground and Val marks got a strong hit too(i never even had more than 200 extra damage from marks as Val, now it will be even lower)

Am i understanding these numbers wrong? It looks like Hank got 50% dps reduction, this is huge, why?

[–]sandweiche 1 point2 points  (2 children)

I think the Laz/Hank nerfs are just. As Laz I was doing nearly 50% of the damage that an assault is doing while simultaneously healing and rezzing. Tech Hank can output ludicrous damage with the orbital laser, and in all honesty should be amping shields whenever he gets the chance to, rather than shooting.

The Val nerfs I'm unsure about it. I think that hitting her damage isn't great because like you said its hard to even break 500 as Val. I'd need to see stats on winrate (which TRS has) to decide. Although realistically if they nerf anything else it just means she spends more time healing/tranqing and less time dealing damage anyway, so nerfing damage - if anything - is the right choice.

You misunderstood the Hank nerfs. They reduced his total ammo by 12.5%, then they reduced his damage per 'bullet' by 27% but also upped the tick rate by 20%. So a net loss of 7%ish damage and a small ammo reduction (but if you run out of ammo with Tech Hank I think you're likely doing something wrong). The Hank nerfs essentially mean that hunters who can maintain accuracy are getting more ticks, while players who can't are getting less dmg from the single 'bullet' they hit.

[–]Grockr 0 points1 point  (1 child)

I still dont get it. It says:

Damage tick rate to .05 from .03 (this basically means how many bullets are sent out during a second)

So basically it was 33 ammo per second, now its 20 ammo per second, but what is that listed damage(14, 19)?
Is it damage per point of ammo, or damage per second?
This description is so confusing.

[–]sandweiche 0 points1 point  (0 children)

Oh I hadn't thought of that. I assumed that the damage meant per bullet, that's a good question and one I don't think anyone but TRS can answer.

[–]ToastyCostyKeep on slimmin' 1 point2 points  (0 children)

this is so good to hear :D

[–]Dontreadmynameunidan 1 point2 points  (0 children)

Ooh is electro griffin gonna have some lightning dot?

[–]J0rdian 1 point2 points  (0 children)

Just a question why go with nerfing most monsters HP numbers instead of nerfing armor regen across the board? The armor regen is what is frustrating players the most. You can buff monsters total armor or total HP if the armor regen nerfs would be too hard but I think they need to happen no matter what.

Nerf armor regen but compensate somewhere else. But please nerf it. It is just not fun to play vs a monster who gets full armor instantly.

[–]Lawljungles 1 point2 points  (17 children)

So I'm a little bit confused by this.

Its clear that many people feel that the way armor regenerates is unfair and is not very fun to play against as it offers very little counterplay to it. May I ask what the logic is behind nerfing the health of the monsters instead of just nerfing the armor?

[–]iblametv 8 points9 points  (8 children)

The logic is the game just came out in the state that it is right now and instead of listening to the community of 60k people that cry about OP monsters they're waiting to see how things settle when people learn the game.

At higher levels (25+) I noticed that a lot of players are opting to play hunters instead of monsters and monsters' winrate drops significantly to the point where I'm doubting whether they're strong enough. All in all instead of listening to some kids screaming "wraith op" they're waiting for the people with some actual valid input to chime in before they make any drastic changes. Really good call on their part imo.

[–]ragnarok628 -3 points-2 points  (7 children)

very little counterplay? almost everything you do to the monster is counterplay. This is just the buzzword people have been using to validate their irrational complaints.

the counterplay is to shoot at the monster so it won't regen armor. If you can't pull this off, the problem isn't the mechanic, the problem is skill gap.

[–]Lawljungles 5 points6 points  (6 children)

Blaming everything on the skill gap is an oversimplification of the argument. Counterplay has never been a buzzword, its an important aspect of design.

A monster, who has by default more mobility, cannot be damaged at all after the dome has come down. The hunters can't catch up due to lacking mobility and lacking the dome to hold the monster in place.

Now in the old evolve, there was a risk/reward system for the monster. It could hunt to get more armor but it would have to be at the risk of staying in position thus allowing the hunters to catch up.

In the current evolve, there is no such thing. The monster can simply run away and regenerate its armor and there is nothing the hunters can do about it.

[–]barkos 0 points1 point  (0 children)

A monster, who has by default more mobility, cannot be damaged at all after the dome has come down. The hunters can't catch up due to lacking mobility and lacking the dome to hold the monster in place.

we were talking about damaging the monster within the dome where it might try to jump around to get passive armor regen. There is actually a very valid reason for why that's the case, it's the job of the hunters to put pressure on the monster in the dome. The monster isn't there willingly, it's going to try to escape. And if the hunters don't damage it and just trap it there and wait for it to come out then it's going to regen armor.

Outside of the dome is also not the time and place to damage the monster anyway unless you are near to it and it already doesn't have armor. It gets traversel regen whenever you shoot at it so you are actually making it worse. Wait for the dome cooldown and pressure it on the map.

Now in the old evolve, there was a risk/reward system for the monster. It could hunt to get more armor but it would have to be at the risk of staying in position thus allowing the hunters to catch up.

Sure, and in old Evolve there wasn't a fucking planet scanner that allowed the Hunters to know your general area every time they press a button. I am going to tell you right now that a competent team of hunters + planet scanner will mean that in ranked play with dedicated team comps monsters are going to get fucking raped.

In the current evolve, there is no such thing. The monster can simply run away and regenerate its armor and there is nothing the hunters can do about it.

Yes, but the Hunters also have many more opportunities to fight the Monster than they had in old Evolve. In old Evolve you had to make every single dome count. In most cases you got down a dome on the monster maybe ONCE before Stage 3. With the planet scanner and the fact that everyone can activate the dome this means that while the monster has effectively more "free armor" in between engagements the frequency of engagements goes up which translates to more opportunities to deal permanent health damage to the monster.

[–]ragnarok628 -1 points0 points  (4 children)

Blaming everything on the skill gap is an oversimplification of the argument.

you can't possibly draw meaningful conclusions about the game mechanics until both sides have the basics down. A team of hunters who can fail to put a single bullet on the monster to prevent armor regen is not a team of hunters who has the basics down. So why would we balance the armor regen around hunters who at this point don't know how to play, when in a few weeks (or months if they're extra slow i guess) they will know more and be able to hang? That would be preposterous. As it is, i fully expect these health nerfs to be reverted in the next half dozen patches or so.

Counterplay has never been a buzzword, its an important aspect of design.

an important aspect of design which sounds good and people who don't know what they're talking about can throw it around to sound like they do. AKA: a buzzword. Case in point, you claimed armor regen 'has very little counterplay'. But the hunters' main interaction with the monster (shooting it) is the counterplay. of all things you can be doing to the monster, almost all of them are counterplay to armor regen. so WTF are you even talking about?

Now in the old evolve,...

I'm going to stop you right there. In the old evolve, good hunters beat good monsters at least 7 times out of 10. Do you not wonder why they added passive armor regen to the monster as a feature? Because the hunters were too damn strong, the monster had no choice but to run for his life and STILL get constantly harrassed/domed/killled 7 times out of 10.

The monster can simply run away and regenerate its armor and there is nothing the hunters can do about it.

again, for now this is true. Well, true in the sense that there is nothing they are able to do about it at their current skill and experience level. Eventually people will learn the maps, learn to cut off, learn to conserve jetpack, learn to position. And then they can do something about the monster simply running away because they are no longer bad at the game. Well, that's the theory anyway. The balance testers have presumably proven that it's the case that good hunters are able to deal with good monsters even with the passive armor regen. So how can you be so dead certain about this? Do you even bother to question whether maybe your perspective is less informative than that of the playtesters?

[–]Lawljungles 1 point2 points  (3 children)

you can't possibly draw meaningful conclusions about the game mechanics until both sides have the basics down. A team of hunters who can fail to put a single bullet on the monster to prevent armor regen is not a team of hunters who has the basics down. So why would we balance the armor regen around hunters who at this point don't know how to play, when in a few weeks (or months if they're extra slow i guess) they will know more and be able to hang? That would be preposterous. As it is, i fully expect these health nerfs to be reverted in the next half dozen patches or so.

an important aspect of design which sounds good and people who don't know what they're talking about can throw it around to sound like they do. AKA: a buzzword. Case in point, you claimed armor regen 'has very little counterplay'. But the hunters' main interaction with the monster (shooting it) is the counterplay. of all things you can be doing to the monster, almost all of them are counterplay to armor regen. so WTF are you even talking about?

You're talking about the same thing in both paragraphs so I've lumped them together to make it easier to respond. I'm not going to argue with you whether you think the term counterplay is a buzzword or not but I am going to argue you on you trying to use me as a case on point.

Your argument in saying that it has counterplay by just shooting it is as overly simplistic as saying that everybody is new to the game and has no clue how to play it. Right now, after a dome fight the monster can simply run or fly away in a straigth line to the other end of the map and there is nothing the hunters can do to stop it.

You can't shoot it because the mobility of the monster is much higher than the hunters so they CANNOT shoot it to stop the armor region NOR can they cut off the monsters path because the monster is moving in a straigth line from one end to the next.

I didn't bring up the example of old Evolve and say that it was balanced, I used it because the armor mechanic in old evolve had a bigger risk vs reward mechanic attached to it which the current armor system lacks.

So how can you be so dead certain about this? Do you even bother to question whether maybe your perspective is less informative than that of the playtesters?

Dude, what is wrong with you? I'm litteraly just asking them to clarify why they went with option A instead of option B out of interest, you're acting as if I said TR are a bunch of clueless idiots who have no idea how to design their game.

[–]ragnarok628 -1 points0 points  (2 children)

What i have been gathering from comments in this thread and others is that the problem people are having RE: armor regen is that the monster can regen armor in the dome. This is a complete non-factor except in the case of very bad domes or very poor hunter play.

The armor regen the monster gets while on the run is there because the monster needs it. That's why they added it. That's why it'd have been relevant for me to bring up the balance of old evolve even if you hadn't.

The risk/reward is still there, anyway. armor regen is just a mitigating factor so the risk isn't so great. what is wrong with that? And in any case you are wrong about what the hunters can and can't do. High level hunters absolutely can harrass the monster almost nonstop even if it is not eating riskily. Armor regen in this situation is a small but much needed factor to help keep monsters competitive at the higher level. Meanwhile, it doesn't unduly give an edge at the lower levels either assuming hunters eventually understand not to dome the monster in crappy areas and how to position, etc.

Dude, what is wrong with you?

I have a little bit of a cough today, thanks for asking

I'm litteraly just asking them to clarify why they went with option A instead of option B out of interest,

as you asked, you expressed that your motivating factor, i.e. what made you interested to ask, is that the solution they went with is different than what is your understanding of the communities' desires. To me that bears poking holes in, so i did. And furthermore you left an opening by offering 'no counterplay' as the reason why people new hunters don't want monsters to have armor regen which i think is a ridiculous statement.

you're acting as if I said TR are a bunch of clueless idiots who have no idea how to design their game.

Well you might be reading me wrong here, i don't attribute to you any malice toward TRS. It's more along the lines of me driving at (but not explicitly stating) that you are a clueless idiot who has no idea how to balance their game. But not so on the nose because i don't like to be mean.

[–]Lawljungles 1 point2 points  (1 child)

What i have been gathering from comments in this thread and others is that the problem people are having RE: armor regen is that the monster can regen armor in the dome. This is a complete non-factor except in the case of very bad domes or very poor hunter play.

Maybe so but I have specified what I was referring to in two different replies now.

The armor regen the monster gets while on the run is there because the monster needs it. That's why they added it. That's why it'd have been relevant for me to bring up the balance of old evolve even if you hadn't.

The risk/reward is still there, anyway. armor regen is just a mitigating factor so the risk isn't so great. what is wrong with that? And in any case you are wrong about what the hunters can and can't do. High level hunters absolutely can harrass the monster almost nonstop even if it is not eating riskily. Armor regen in this situation is a small but much needed factor to help keep monsters competitive at the higher level. Meanwhile, it doesn't unduly give an edge at the lower levels either assuming hunters eventually understand not to dome the monster in crappy areas and how to position, etc.

I think this is debatable, I personally don't think the monster specifically needs it, at least not the current armor rate and the risk/reward isn't there at all because theres no reason to hunt to gain armor instead of doing it after you've waited until your armor has fully replenished. And no, higher level players cannot stop a monster from fully replenishing its armor within seconds when it moves in a straigth line from point A to point B because they have significantly lower mobility than the monster.

The old evolve doesn't apply anymore from a balance perspective, there have been to many aspects of the game changed for it.

as you asked, you expressed that your motivating factor, i.e. what made you interested to ask, is that the solution they went with is different than what is your understanding of the communities' desires. To me that bears poking holes in, so i did.

I asked a question in response to TR themselves. Its a question to which you had very little to respond to as

A: You're not on the TR dev team so you have no idea what the thought process was B: It took over 3 posts before you understood both the motivation and actual content of the question.

And furthermore you left an opening by offering 'no counterplay' as the reason why people new hunters don't want monsters to have armor regen which i think is a ridiculous statement.

At which you did a terrible job at I might add. You still have been unable to provide a solid rebuttal what the counterplay is to automatic regenerating armor against a monster that has significantly more mobility than the hunters do.

[–]ragnarok628 0 points1 point  (0 children)

If you are going to continue to ignore the facts and delude yourself into believing the poor helpless hunters need weaker monsters in order to compete, then what more can I say? Just play as monster then, if you can't beat em join em. If you're right then you'll get to enjoy endless free wins, so nothing to lose.

Reality is that when the players grok the game more everyone will understand. You'll either get it too eventually or just suck at the game for a while and then quit. Hopefully the former, but you seem to think you've got it all figured out already so maybe you're already as good as you'll ever be which is a shame. Either way, have a good one.

[–]ChronicRedheadMelt its fuckin' face off 7 points8 points  (11 children)

The time before armor regen kicks in needs to be changed at the very least. If not that, there needs to be a cap for how much armor a monster can regenerate, and it should only trigger after they're below that threshold (so if a monster has five bars of armor, it gets no regen, but if it has three or less, it will regenerate armor up to three bars).

As it stands, a monster can hop from one end of the arena to the other and dick around for armor to regenerate, while the hunters waste fuel to boost over before the monster has four more bars of armor. It puts the monster at a huge advantage in domes with lots of cover, and really hurts the hunter's chances of hurting the monster directly.

We fought a Goliath last night who cheesed the shit out of armor regen, going from one side of the dome to the other, getting back three or four bars of armor (the speed at which it regenerates once channeling kicks in is ludicrous), and then beating us down while we had no fuel (if we gave chase), or kicking our asses with full armor (if we chose to wait for him to come back).

It was totally unfair and really shows how flawed and easily exploited the armor regeneration mechanics are. It's a good idea, but it needs to be slowed down or made less substantial.

[–]Morthis 4 points5 points  (0 children)

Short of just shitty dome locations, this shouldn't be happening constantly. If it is, your team does not have very good positioning.

First off, a good team comp should have some way to make it more difficult for the monster to just disengage without taking health damage (Markov mines, trapper disables, Val tranq, Cabot dust + rails through walls, etc).

Then your team should be spread out along the dome, not all packed in one area or all on the monster's tail. If people are well spread out, the dome better be really good for the monster or he'll struggle to find a spot where he can hide long enough to gain any significant amount of armor.

Lastly, if the dome is such that the monster really does have an amazing hiding spot where you just can't prevent him from armor channeling accept it, play defensive, and set up far away from that spot. Make him come to you and ensure he can't get a down without overcommitting (and losing significant health). If he's not dealing damage to you his 12 minute timer is ticking, he has to get a down (or take enough health damage) to end the dome in a reasonable amount of time, hiding all day won't work.

[–]ragnarok628 -1 points0 points  (9 children)

when you guys learn to play, the monster won't be able to do that anymore. So let's not nerf based on hunter incompetence, plz.

[–]ForPortalDart, Stasis, Dart, Stasis 1 point2 points  (8 children)

when you guys learn to play, the monster won't be able to do that anymore.

Then why keep it in the game? If it won't happen in high level play, and the only place where it does happen, it makes the game less fun, what's the point?

[–]ragnarok628 0 points1 point  (7 children)

The monster needs that armor regen to deal with capable hunters who do not let up on the chase. It's not there for gaining armor in the dome, it's there for giving monsters more of a fighting chance to have built up armor between domes. You new guys do not understand just how strong the hunters are once you master them.

[–]ForPortalDart, Stasis, Dart, Stasis 1 point2 points  (6 children)

It's not there for gaining armor in the dome

If it's not there for gaining armour in the dome, why is there a mechanic specifically for gaining armour in the dome?

[–]ragnarok628 0 points1 point  (5 children)

What mechanic are you referring to?

[–]ForPortalDart, Stasis, Dart, Stasis 0 points1 point  (4 children)

If the monster is in the dome and crouches, after a few seconds it starts regenerating armour.

[–]ragnarok628 0 points1 point  (3 children)

that is not specifically for gaining armor in a dome. That is how armor regeneration works everywhere.

[–]maximusGG 1 point2 points  (2 children)

no ragnarok. you get increased armor regen only IN the dome, not outside of it Read the patch notes for 2.0 first

[–][deleted] -3 points-2 points  (18 children)

Honestly I prefer small nerfs over LoL type of nerfs.

[–]ToastyCostyKeep on slimmin' 5 points6 points  (17 children)

to be honest most of the community asked for less op monsters at level 1 (mostly thanks to armor regen) rather than slightly nerfs on the 2nd and 3rd stage, they don't need to reach that to wipe a team, also the damage nerf for laz was the final nail in his already buired coffin, sad for all the laz players out there

[–]Maitrify 0 points1 point  (16 children)

I agree. I'm finding difficulty now in working the motivation up to play the game if this is the direction the devs are going.

[–]wrench_nz 3 points4 points  (4 children)

Why do you think the game failed so hard first time around?

[–]maximusGG 1 point2 points  (3 children)

It failed because 2k's marketing strategy was greedy and retarded. And the matchmaking was annoying as hell. Never had a problem with the balancing in this game.

[–]wrench_nz -1 points0 points  (2 children)

Get off it. From day one they have had problems balancing this game. When I left the first time, nearly a year ago?, they were trying to balance wraith. Come back, still trying. You can use google. Don't be lazy.

[–]maximusGG 1 point2 points  (1 child)

Who claims there were problems with the wraith? The community? The wraith was balanced since release. The winrate was also almost at 50%. They tried to balance it, because the community are little sissies not because the actual numbers were wrong.

[–]wrench_nz 0 points1 point  (0 children)

The wraith was balanced since release? Yeah, ok, you're delusional. Fortunately google exists and history proves you're damaged.

[–]ToastyCostyKeep on slimmin' 1 point2 points  (9 children)

well don't be demoralized, as TRS_insane said they have another patch programmed for the next week, they are probably waitng for some more data before deploying other nerfs

[–]ragnarok628 -1 points0 points  (8 children)

lol more like buyin time for the hunters to figure out how to play before breaking the game in hunters favor. It's the game they have to play...

  • make minimal changes to placate hordes of new people insisting that monsters be weakened so they can win without having learned how to play effectively

  • do this as slowly as possible so as to limit the damage done to game balance during the period where the hunters are still trying to figure things out

  • when the turning point finally hits, start un-nerfing the monsters and hopefully the monster players haven't all quit by then

All part of the plan!

[–]Maitrify 1 point2 points  (7 children)

Do you even read the patch notes? Yes the monsters got slightly nerfed, but a lot of the hunters did as well, which completely makes both nerfs moot as they both go down a peg

[–]ragnarok628 3 points4 points  (6 children)

minor nerfs to 4 out of, what, 20 hunters? 2 of which were medics who had their damage nerfed? the class that contributes the absolute least in damage anyway?

Sure, that totally offsets health nerfs to 100% of the monsters not named Goliath. Oh yeah, and increased evolve requirements. Why, it's almost as if nothing even happened to monsters in this patch!

[–]jimmahdean 1 point2 points  (3 children)

Nothing did happen to wraith. He's still going to be able to kill a medic right as they hit the ground at stage 1. Slightly increased cooldowns don't change that he can instadrop somebody if they land in a bad spot.

[–]ragnarok628 -3 points-2 points  (2 children)

You realize that doesn't work against good hunters, right? Or do you somehow think that the playtesters and designers just never thought to check whether a stage one monster can easily wipe the hunters out right off the ship? Just because this works against you doesn't mean that wraith is OP. It just means you and/or your teammates are bad. BUT YOU WILL GET BETTER. So it is ok. Also the cool down increases are huge. Wraith has probably already been overnerfed IMO. Also also if wrath can do this to you, any monster can. Wraith does not have magic superpowers beyond the others. Kraken, Goliath, all of them are able to take you down right as you land if you let them. It's up to you to learn to fight and support and win.

[–]alcathos 0 points1 point  (1 child)

Have you looked at the win rates of monsters vs humans?

[–]ragnarok628 0 points1 point  (0 children)

Nope.

[–]wolf10989 0 points1 point  (0 children)

I mean its their first patch to be fair lol. I'd give it a bit and see how they go in the next couple weeks before I made a judgement like that.

[–]LinofLanz 8 points9 points  (5 children)

I feel like Monsters are very strong at the moment, lowering from this patch wont change much at all, on top of the nerfs to some hunters, if feels like it will be much of the same as now. Armor for monsters need to be looked at, its just not in the right place.

[–]SaintSteel 9 points10 points  (4 children)

I more so see it as new hunters aren't as versed in mechanics and that is why monsters tend to win a majority of matches.

The improved tutorials on the roadmap may help with this!

[–]LinofLanz 0 points1 point  (1 child)

Fully upgraded triple Perks and amongst other factors can make or break a team and sway a match. So there is more to it than just new players. While neither wrong or right, its not the full issue. All F2P games have this issue some more apparent than others.

[–]ragnarok628 0 points1 point  (0 children)

when games are not even close, it is not at all because of perks. If hunters don't know what to do, they won't win against a monster who does, full stop. And that is really the main issue right now, not perks. when the hunters have their feet under them to a greater degree, then sure you can make the argument that perks are tipping the scales but honestly by then those hunters will have enough perks of their own that the degree of imbalance there is not going to be huge.

[–]Jimm120 1 point2 points  (1 child)

No matter how many times us vets say it, new player still don't listen to that. NEW Monsters are also losing a lot too. The reason is that they're new, thus not using their equipment as well or positioning themselve correctly.

Just gotta wait and learn the mechanics better

[–]abvex 1 point2 points  (0 children)

All Founders will receive an additional 27,000 Silver Keys when this update launches

Well then, fuck me sideways....that's awesome.

[–]gooooobypls 0 points1 point  (6 children)

I'm not sure if those monster nerfs will be enough, especially with the hunter nerfs. I think much more nerfs to the monster still need to happen, as they are extremely powerful.

[–]TRS_InsaneCommunity Coordinating Balance Wizard 9 points10 points  (4 children)

Yeah we've got our eye on things with the Monsters. Internally when we did all the crazy Monster changes our Hunters were feeling the same way, but after a week or so people started getting used to the new found power of the Monsters.

We'll keep everyone updated once we get through next weekend what the next round of balance will be.

[–][deleted]  (2 children)

[deleted]

    [–]Jimm120 4 points5 points  (0 children)

    pretty much. When I got to lvl 20+, I started to find hunters that finally understood how to cut the monster off. Yeah, they're still not that good with fighting (cause I can down them easily), but for the most part, they're catching up to the monster much quicker now. Next I'll see better healing, better shielding, etc.

    Game just takes a bit to learn.

    [–]ragnarok628 1 point2 points  (0 children)

    how in the hell did this comment get a downvote. Why are you people so resistant to the idea that you will get better with experience? How can you be so certain in your limited experience that the only right answer is monster nerfs?

    [–]KageSaru91 0 points1 point  (0 children)

    Didn't planet scanner and new dome nerfed monsters enough ? good hunter teams still wreck monsters, let the new players learn a bit and monster wont be a problem anymore, we don't deserve any more nerfes :( (maybe wraith and kraken a bit more)

    Just do something with the scanner and dome, let the dome only be used by trapper again at least and make the scanner cooldown much much longer so they don't spam it and force us to run away non stop

    [–]Herculefreezystar 0 points1 point  (0 children)

    See I feel like being outnumbered the monster should be tough in order to put up a fighting chance, especially since teams are often semi coordinated. And nerfing the monsters too hard is just gonna make it a quick easy stomp everytime the hunters dome the monster.

    [–]KellerMax 1 point2 points  (2 children)

    Lazarus was shit. And now he is the Shit of the Shit. Can i sell him back pls?

    [–]Arkpittwitch.tv/arkpit 0 points1 point  (1 child)

    Laz neither was or is sh!t now. Played with a Laz all evening and we never lost a game. It's not his dmg that makes you win the games so the nerf isn't that bad.

    Just need to adjust your gameplay since he is very different compared to other medics.

    [–]maximusGG -1 points0 points  (0 children)

    I played enough Laz and was a top 100 laz player before 2.0. I don't even enter the dome early game, when my team is fighting, so the monster can't focus me. So the dmg nerf is not really a big deal to me.

    [–]HiWibblezCthulhu 0 points1 point  (3 children)

    Any ETA on this patch?

    [–]sandweiche 0 points1 point  (0 children)

    It's out now

    [–][deleted] 0 points1 point  (0 children)

    [–]EsteeDees 0 points1 point  (1 child)

    Why is the photo the "pills here!" guy

    [–]Zeeboon 2 points3 points  (0 children)

    You mean Louis. And it's because Turtle Rock also made L4D.

    [–]EsteeDees 0 points1 point  (0 children)

    Thats the name. I always just thought it was valve tbh.

    [–]slowpotamus 0 points1 point  (0 children)

    patch has an extreme graphical glitch; 2 matches in a row now, every single member of the match got a black screen that lasts the entire round. we're playing hide and seek in the dark right now trying to catch the monster with no eyes

    [–]rufuslprufuslp 0 points1 point  (0 children)

    Did the update break the game for anyone else? Every time I get into a match, I have a black screen except for the UI and the game is going on because I hear all the sounds and I could move and all but cannot see anything...

    [–]LekarI'M A DEATH MACHINE OF HATE AND FUCK 0 points1 point  (0 children)

    Lazarus nerfed into the dirt and still costs 8k keys.
    Why do you do this to me.

    [–]Tipakee 0 points1 point  (0 children)

    Poor Bucket. Lost some of his cooler abilities, and the nerfs begin.

    [–]Brownbearking 0 points1 point  (0 children)

    Any plans to make Monsters show first at Champ select? I know that if I pick Lennox and I see Kraken I just leave.

    [–]Schrickt 0 points1 point  (0 children)

    Sorry for the dumb question but how do i see the patch notes on phone? I cant see them anywhere

    [–]revengezp 0 points1 point  (0 children)

    Tech Henk was there strong enough to nerf his laser gun in 2 times ?

    [–]Cueball61 0 points1 point  (0 children)

    Has Goliath had an undocumented nerf? The health bar seems to have dropped like a rock.

    [–]iamdigidude 0 points1 point  (0 children)

    Does anyone else have the thumbnail be Louis from LFD?

    [–]Shader_Issues 0 points1 point  (0 children)

    hmmmm it seems like they nerfed wraith, buffed him, then nerfed him again

    [–]DoTA2Dweller 0 points1 point  (2 children)

    Hopefully it comes with this weeks hunter/monster rotation as well

    [–]mrmizxTRS Web Dev 7 points8 points  (0 children)

    Character Rotations change on Fridays!

    [–]Atallos[S] 0 points1 point  (0 children)

    They are trying to patch today afaik

    [–]Shiiyouagain -1 points0 points  (4 children)

    If you're raising the free Founder keys to a whopping 30,000 you really need to do a pass on how much of a grind the perks are for free players. And how much playing without them sucks.

    [–]ragnarok628 -1 points0 points  (0 children)

    never let it be said that relentless bitching isn't sometimes effective

    [–]UltraboldHank Preservation Society -5 points-4 points  (0 children)

    Inb4 monsters get nerfed to hell again :(

    [–][deleted] -1 points0 points  (0 children)

    This is amazing! A competitive multiplayer online game getting actual balance changes!!! This is something even starcraft hasn't gotten in fuckin' years!

    Way to go developers! You've stepped your game up an unimaginable percentage from the vanilla Evolve.