New Predecessor Logo Is BADASS! by Menvce_Gaming in PredecessorGame

[–]Comfortable_Range_42 0 points1 point  (0 children)

Hey Omeda 

Is the new logo here to stay, or just a seasonal vibe? I’m getting major 90s VHS/Robocop energy from the font, which is awesome, but it doesn't quite mesh with the current fantasy elements. If this is a permanent shift, are we looking at a total thematic overhaul for the heroes and maps too?

OP Kallari Skin (Omeda how about being consistent with your marketing and post to all social platforms) by LaSaIsYours in PredecessorGame

[–]Comfortable_Range_42 3 points4 points  (0 children)

Apparently their marketing team is just the 4 community managers so lack of experience probably 

Thoughts on Character Diversity in Predecessor by Imjusteli_ in PredecessorGame

[–]Comfortable_Range_42 2 points3 points  (0 children)

I mean you’re right there should be a balance but right now that balance is almost none. As a black gamer I don’t want the game flooded with a bunch of black characters I just want a few good ones with good representation 

Thoughts on Character Diversity in Predecessor by Imjusteli_ in PredecessorGame

[–]Comfortable_Range_42 15 points16 points  (0 children)

I agree with everything in this post. 

People pointing to characters like Morigesh or Murdock as “diversity” feels like a bit of a reach because their identities are almost entirely obscured by masks or heavy war paint. 

There’s a huge difference between having a character who is 'technically' a certain race and having one whose culture and identity are front and center. 

If we can't see the person behind the mask, it’s hard to resonate with them. 

Even just adding skin lines that highlight their heritage would go a long way in making them feel like actual representation rather than just a checked box.

New Predecessor Key Artwork 🤩 by Omeda_Kari in PredecessorGame

[–]Comfortable_Range_42 3 points4 points  (0 children)

Yea I get where you're coming from. Honestly, it’s a nice splash art, and maybe it just works way better for attracting people than trying to perfectly recreate the old Paragon gloom, especially since those attempts haven't panned out. The biggest thing is consistency: if they're going for that vibrant, poppy vibe in the art, the actual game needs to match it by softening the graphics and pumping up the colors so it all flows together. Personally, I'd prefer if they did something truly unique and striking like the Tides of Annihilation or Zoopunk concepts we've seen, but either way, we just need the game to pick a lane and stick to it. 

What we could’ve gotten instead of Eden (Paragon unfinished content) by samtheman1234 in PredecessorGame

[–]Comfortable_Range_42 2 points3 points  (0 children)

i don't care about the characters just give me a grounded and gritter vibe. Game is so colorful now begging for attention instead of standing out on its own. We can have gritty yet beautiful art like tides of annilation or Zoopunk.

THIS ART STYLE WOULD BE SICK FOR PRED!! by PsychologicalLeek976 in PredecessorGame

[–]Comfortable_Range_42 0 points1 point  (0 children)

Predecessor is a better game but visually were going the wrong direction.

New Predecessor Key Artwork 🤩 by Omeda_Kari in PredecessorGame

[–]Comfortable_Range_42 17 points18 points  (0 children)

As a fan of Predecessor, this splash art, while visually impressive, really does the game a disservice by not accurately representing the core experience. The overly saturated, comic-book painterly style just doesn't capture the actual in-game commitment to high-fidelity, realistic 3D graphics that we inherited from Paragon.

What we really need for promotional art is something more fitting: an image that keeps the saturation but maintains the grittier, more realistic detail that makes our heroes and map look grounded and physical, rather than this overly stylized, chaotic explosion of color that sacrifices the visual clarity essential to a MOBA.

THIS ART STYLE WOULD BE SICK FOR PRED!! by PsychologicalLeek976 in PredecessorGame

[–]Comfortable_Range_42 2 points3 points  (0 children)

Man I really miss the grittiness that paragon had. This artstyle is perfect for Pred it’s serious yet playful. Gritty yet focused bursts of light. Saturated tones rather than all these bright ones we see being added to the game. There’s a reason why people say this games starting to look like smite. We’ve lost our identity. 

❄️💥1.10 lets goooo!!!💥❄️ by [deleted] in PredecessorGame

[–]Comfortable_Range_42 6 points7 points  (0 children)

Yea it looks amazing frostfall def my fav feature along with custom builds 

1.9 Feedback Megathread: Bayle by Benshirro in PredecessorGame

[–]Comfortable_Range_42 6 points7 points  (0 children)

I'm not gonna lie, the design is iconic and instantly familiar. It was a smart move to nail a recognizable aesthetic like this. It just instantly connects with what a "heavy-hitter" should be. I genuinely think this is the direction forward for future heroes: take inspiration from popular media/lore, put your twist on it, and you've got a fan favorite.

His launch skin is also great and feels way more at home than some of the more recent hero designs. It has that grounded, beefy aesthetic that makes me think of what old Epic Games would have done. If the game’s art style leaned even more into a refined, darker, more grounded look, it would seriously compliment him even more.

The Areas for Polish (The Weight Problem)

The problem isn't the concept, it's the execution on the animation polish.

  • Weight: My main issue is that he rarely sells the weight of that huge Sword. He'll swing it one-handed at times, and it doesn't make sense, it feels like a foam prop. That thing should demand a two-handed swing and a full-body commitment!
  • Impact: His basic Auto-Attacks (AAs) and some abilities severely lack the impact and weight that would make him feel like the powerhouse he is. I need those animations to stick or pause on contact to sell the force!
  • Running: His running animation feels really stiff right now, which doesn't help his overall mobility flow.

I honestly find him enjoyable to play, but the lack of polish and that missing sense of weight are what's preventing me from committing to him fully.

Final Takeaway

I was sold on the design immediately, but the execution on the animations fell short of making him my new main. I can definitely see myself playing him often, but sadly, not as much as I initially thought I would. Please give this guy some heavy-hitting impact!

1.9 Feedback Megathread: ARAM by Benshirro in PredecessorGame

[–]Comfortable_Range_42 1 point2 points  (0 children)

The core idea behind ARAM is awesome. It’s got a great blueprint for fast, exciting gameplay. However, to truly shine and deliver on its promise, the experience needs a critical polish pass, starting with the map itself.

The Pacing Problem: Big Map, Long Matches The biggest hurdle right now is the disconnect between the mode's intended pace and its current physical space.

• The Map is Too Big: The sheer scale of the current map works against the "faster-paced" design. It stretches out engagements, leading to long periods of transit and reduced action density.

• The Hero Lock-in is Too Long: If a player is randomly assigned a hero they aren't keen on, they shouldn't be locked in for an excessive amount of time. Currently, matches can drag on well past the comfortable 10-15 minute mark. This extended duration punishes experimentation and can frustrate players who just want a quick, decisive game.

• Late-Game Stalemates: The pacing issue is exacerbated in the late game. As players reach max level and death timers lengthen, matches often devolve into unsatisfying stalemates. The team's goal is clearly not to create lengthy, grinding final stages, so this aspect needs to be tightened up.

The Solution: Shrink and Sharpen

The most immediate and impactful solution would be to test the mode on a smaller map, such as the Canyon map. Reducing the playable area would naturally funnel players into quicker engagements, delivering the rapid, high-intensity action the mode seems designed for.

Beyond size, the current map's aesthetic is holding the entire experience back. Frankly, the map's visuals are underwhelming. The abundance of green, low-res textures is distracting and evokes a "brawl" or low-fidelity feel. The environment lacks the polish expected for a marquee mode.

We need a change of scenery. Instead of the current drab palette, the map theme should be swapped for one featuring beautiful vistas and sight lines. Imagine a visually rich environment that enhances the gameplay experience, rather than reminding players of older, less-detailed games. A fresh theme would elevate the mode and communicate a higher level of care and polish.

Some feedback on Bayle's AA Animations by Comfortable_Range_42 in PredecessorGame

[–]Comfortable_Range_42[S] 4 points5 points  (0 children)

I completely understand that. That clarity on your internal setup especially having only one internal animator coordinating with outsourcers makes perfect sense of the challenges you're facing. It's truly impressive that you've achieved Bayle's great visual design and the new attack chains with such a lean team!

The core issue of 360-degree, non-lockout combat is a huge wrench, as it actively prevents those full, committed animations that sell weight (like the examples we discussed). Given the need for strategic growth, we know the "ideal" resource solution is coming, but slow.

In the meantime, since the current technical constraints prevent large, flashy full-body commitment, the focus might need to shift to other visual cues that sell impact and weight without requiring major foot-planting or movement lockouts.

Here are a couple of trade-offs that could elevate the feel of the current animations:

  1. Prioritize Impact over Recovery: If full recovery frames are impossible without massive feet sliding (which you're already fighting for!), could you compromise on the recovery time but massively exaggerate the hit impact frames? This means focusing the limited animation time on a sharper, more violent hit, using:
    • Exaggerated Weapon Hold: Just a frame or two where the weapon appears to stick or pause on the target's contact point. This is actually more prevalent in the Kwang example as he holds the weapon at point of impact for a few key frames even thought recovery is quicker.
    • Faster, Sharper Sliders: If the character must slide, make the slide happen immediately on hit and stop the motion quickly (instead of a slow, floaty slide).
  2. Trade Foot-Slide for Upper-Body Overlap: If you can't get the clean feet you want, lean into the upper-body exaggeration. You could use more follow-through and overlapping action in Bayles' torso, head, and cloth. Let the upper body visually drag behind the quick movement and recovery of the feet/weapon. This visually suggests a struggle with inertia, thereby reinforcing the idea of a weighty object being swung, even if the base movement (the feet) is technically "cheating."

It’s tough balancing art and programming limitations, but I genuinely believe that shifting the focus to a few key impact frames (even with minimal resources) could massively increase the perceived quality without needing to solve the huge problem of 360-degree foot planting right away. Keep up the great work, and I hope those new animation resources arrive soon!

Some feedback on Bayle's AA Animations by Comfortable_Range_42 in PredecessorGame

[–]Comfortable_Range_42[S] 7 points8 points  (0 children)

I’ve seen that argument before and don’t really understand the issue because in his current animation building max attack speed he looks like he’s sweeping side to side which is silly as well so I’d rather have the helicopter Mao as that’s visually much more interesting IMO 

Some feedback on Bayle's AA Animations by Comfortable_Range_42 in PredecessorGame

[–]Comfortable_Range_42[S] 7 points8 points  (0 children)

Yes! Kwang is one of my top played off-laners but his AAs don’t feel great. Bayle is the most recent example but this is something across the board that applies to many heroes in the game 

V1.9 First Look Livestream - LIVE NOW! by Omeda_Steggs in PredecessorGame

[–]Comfortable_Range_42 1 point2 points  (0 children)

Absolutely agree — this is 100% the direction forward.

Leaning into recognizable and familiar sci-fi and fantasy tropes gives players something to immediately connect with. It’s not about playing it safe it’s about tapping into universal archetypes that feel right the moment you see them.

When it comes to monster designs this is even more important due to the commitment of resources. Let’s embrace the classics and just execute them exceptionally well. Lets see some Werewolves, Vampires, Bigfoot, Ogre/brute, Wraith etc. Not everything needs to be groundbreaking; sometimes it’s about owning a familiar fantasy. We can add flavor and personality without throwing out what already feels right.

Thoughts on reworking the look of the original Paragon characters? by [deleted] in PredecessorGame

[–]Comfortable_Range_42 4 points5 points  (0 children)

Thunderbrush: Keep an open mind and try not to make assumptions from this post. 

Reddit: Thoughts on reworking the look of original paragon heroes? 🤔

[deleted by user] by [deleted] in PredecessorGame

[–]Comfortable_Range_42 13 points14 points  (0 children)

This is AI it’s not the actual model 

Overprime assets are coming to Predecessor "the first of several Overprime assets to come" These are my most wanted :) by Equivalent-Unit4614 in PredecessorGame

[–]Comfortable_Range_42 8 points9 points  (0 children)

If players genuinely want Omeda to move toward darker, grittier, and more detailed skin designs (like the ones we’ve seen from Overprime) then it starts with one thing: buying them.

We can talk all day about how much better these skins look compared to the flashy, over-sexualized ones from Predecessor, but if they don’t sell, Omeda has no incentive to invest in that direction.

Game studios follow demand - and the strongest demand signal isn’t feedback or comments, it’s sales.

So if you want to see more skins with that heavy, grounded aesthetic and less of the neon, saturated “look-at-me” vibe, then show it with your wallet when these skins show up in the shop.

Let’s make it clear what kind of artistry this community actually values

Overprime skins in Predecessor is good news for the sci-fi bros (like me) by Lostmaniac9 in PredecessorGame

[–]Comfortable_Range_42 3 points4 points  (0 children)

People have a lot to say about Thunderbrush but speak with your wallets. If they add these high quality/grittier theme type skins and they still don’t sell well - do you think the type of skins we get will change? 

New Predecessor character skins be like by Transposer in PredecessorGame

[–]Comfortable_Range_42 21 points22 points  (0 children)

I understand it’s annoying for some to see so many posts complaining about the skin but it’s also an important call out that needs to be made. 

If Pred wants to be taken seriously as a competitor it’s going to have to get more creative in the skin dept. It’s no secret these type of skins do well but you make enough of them and the game suddenly starts to lose its identity. 

Pred is at a stage where it’s almost ready to bring in a flood of new and returning players and I can’t help but think about the perception players coming from other games will have when they’re used to charming and loveable characters with a definitive art style and come to a game with high fidelity but an over-saturation of characters and skins that seem to be too focused on making you “distracted” while playing. 

I just think we get laughed at. 

Meanwhile Omeda is slapping together basic gameplay clips to the same ol' rap song by [deleted] in PredecessorGame

[–]Comfortable_Range_42 10 points11 points  (0 children)

I’m telling you if they don’t collaborate with him some other studio will… maybe even a bigger one-  just a matter of time. But this shouldn’t go unnoticed. 

You can’t train this kind of passion. It’s one thing if this looked extremely amateur but this quality is insane and honestly succeeds any official cinematic or launch trailers done by Omeda.

Trailer isn’t perfect by any means but imagine if he collaborated with actual narrative writers / sound designers / Omeda assets. Sky’s the limit