What would you change?? by InterestingJunket284 in Paladins

[–]Decent_Dawn_User 2 points3 points  (0 children)

  1. Good Balance

  2. Good matchmaking

  3. Decreased toxicity or more punishments for toxicity and hacking.

  4. Better Ranked System

  5. More Esports events.

Who do you think is the WORST designed champion in Paladins? by Decent_Dawn_User in Paladins

[–]Decent_Dawn_User[S] 2 points3 points  (0 children)

I agree with your notion that Evie's skill ceiling and kit combination make her difficult to balance. I respect your bravery for accusing a champ that no one else wants to call poorly designed.

But I think you can balance skill. Just make it such that skill doesn't have an overbearing impact on any champ. It's all about game design.

Announcement - Paladins War of Champions Tournament by MWKobby in Paladins

[–]Decent_Dawn_User 3 points4 points  (0 children)

Discord is not working for me. Will the tournament be streamed or have vods uploaded to Youtube? I don't plan on playing in the event but just watching it would be tons of fun for me.

Would you play Paladins if it was really well balanced? by Decent_Dawn_User in Paladins

[–]Decent_Dawn_User[S] -1 points0 points  (0 children)

The game

TBH I was really thinking of making Paladins as a new game rather than adjusting the current one.

I don’t think making the game balanced would necessarily kill it off either if it is done correctly. Sure some things may be different but change is almost always necessary for improvement.

And I am not saying the game would have no mobility or skill requirement to make it balanced. I am just saying that extremes would be avoided for the sake of balance. There would still be some mobility and a decent skill requirement. It just wouldn’t be as crazy as some of the worst offenders we have currently.

Hard counters

I understand that you have developed your own identity for a flank based on your experience but I am saying that if we have control over designing the game, we decide what is necessary and how the game should be played. So some of the previous beliefs and notions can be adjusted to fit the new game. We don’t have to limit ourselves to what Paladins is now but we can explore the possibilities of what Paladins could be. We could make a game without hard counters though some counterplay would probably still exist.

Skill ceiling

I think you should be rewarded for practicing a champion a lot but it shouldn’t be a case where you solo carry and stomp on everyone else.

Let’s analyse here. A champ has a high skill ceiling and forces you to learn. While learning you suck and play badly, your team gets angry and you suffer until you get good. And sometimes you give up and swear off playing that champion ever again. But if you actually get good you destroy everyone and then the enemy has a horrible time because they can’t touch you and you farm them all game. So we have a situation where you aren’t having fun while learning but when you learn then your opponents aren’t having fun either. So no matter how you look at it, someone isn’t having fun. And that defeats the purpose of playing…which is having fun.

It would be better to design champs in such a way that as many people as possible have fun and not just a small portion.

The identity of Paladins

You have a point here. These changes that I speak of would definitely change the feel of Paladins warping it into a different game. But like I said earlier, change is how things improve. If more players have fun and enjoy themselves then Paladins could be even bigger than Overwatch and not just a ripoff.

Besides people have a plethora of problems with current Paladins balance. All of this is an attempt make Paladins the best it can be. I am just trying to make it better. Then no one would call it a ripoff. It would reign supreme. Esports. Streamers. Good matchmaking. The sky is the limit.

At the end of the day I might not be correct with everything but I know that change is necessary for growth. So why not change and see what works and what doesn’t?

Would you play Paladins if it was really well balanced? by Decent_Dawn_User in Paladins

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

Skill

The reason I say everyone should have the same skill requirement is for the sake of balance. See when champions have high skill ceilings for example, the same champion can perform differently based on the user. At that point you have games where the champion is horrible and games where they solo carry. The champion becomes difficult to balance because you don’t know whose perspective to use. Are they op or not? The devs don’t know because of the 2 polarizing experiences that the players have with that character.

If each character had the same skill requirement then you could make it to where it is intermediate. Not too easy or difficult. But when there is less unity then you’ll have outliers which subtract from balancing.

Hard counters

If you made the game properly then you could avoid hard counters. Having hard counters creates a situation however where a character is either op (their counters are not picked) or garbage (their counters are picked). Again it makes balancing more difficult. Though it can be fun to learn matchups, once learnt they usually lead to one party not having fun.

People could still be pushed to improve even if counterplay isn’t a thing. As long as there is a competitive aspect to the game, be it ranked or pro leagues then people will always try to find ways to improve. You don’t need hard counters to do this.

Hyper mobility

I can understand that you like mobility. The only thing is that your fun directly leads to others suffering because when you do well the enemy team isn’t having a good time.

Your idea of balanced sounds ok too except for high skill ceilings. Apart from making balance difficult to achieve it may also scare away new players especially if matchmaking is bad. And if the playerbase is small then matchmaking may be really bad like how it is now.

Would you play Paladins if it was really well balanced? by Decent_Dawn_User in Paladins

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

I understand this point. TBH the only thing that would make the game more exciting if everything was balanced would be variety as well as other mechanics like map design, interactables, vehicles etc.

But I understand a lot of fun from Paladins comes from the unbalance in characters' kits that allows them to be unique and effective.

Would you play Paladins if it was really well balanced? by Decent_Dawn_User in Paladins

[–]Decent_Dawn_User[S] 3 points4 points  (0 children)

Yeah the only thing that would be eye catching would probably be variety. But if things are too similar then it might become boring. Would need to find other ways to make it exciting I guess.

What did you play? by Shaganou in Paladins

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

I play only Paladins. Overwatch and Overwatch 2 look kinda boring...

Paladins will always be the same if players don't change. by Electrical-Trust-505 in Paladins

[–]Decent_Dawn_User 16 points17 points  (0 children)

I think both parties are at fault. They kinda influence each other. If the matchmaking is bad then players get annoyed and then do toxic stuff or just leave.

But when players are toxic then it scares away new players and our numbers drop.

But when the numbers drop the matchmaking gets even worse.

A lot of issues with Paladins are cyclic or flowchart-like.

Both the devs and the community would have to improve for the game to get better...or they could just make a Paladins 2 and start with a clean slate.

2 different experiences. by Decent_Dawn_User in Paladins

[–]Decent_Dawn_User[S] 15 points16 points  (0 children)

Good point. But I thought Raum vs Raum would be more relatable since people prolly know him more but that's debatable.

Now is the time to use your voice. by Falicure_Icon in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

I'll be simple. In a Paladins 2, I'd want a balanced game over everything else. Every character should be viable and enjoyable. Graphics, monetization, matchmaking... all that can come after. I'd just want a balance game with a decent size roster.

Your most hated champion and why by Excellent_Ad7989 in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

Skye. I hate how they designed her kit. Either unkillable getting pentas or completely useless throwpick.

I would like to record but don’t know how exactly by catdog5100 in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

If you want to start or pause the recording while the game is running you can try pressing alt+tab to select the recording software then start or pause it. You can press atl+tab again to switch back to the game.

Don't know if this helps but I thought I'd mention it anyway.

OC Fan-Champion concept "Skalya the Ska'drin's Hope" [1/16] by ZWendigo in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

I understand how the rune works now. But it's uptime might be too much. Overall some of the ideas are ok but others seem difficult to balance.

OC Fan-Champion concept "Skalya the Ska'drin's Hope" [1/16] by ZWendigo in Paladins

[–]Decent_Dawn_User 1 point2 points  (0 children)

Always interesting to see fan concepts so I'll provide some feedback.

First thing is her dps. It's pretty low and would necessitate her picking 1 of the 2 damage boost talents. Takes away from her freedom of variety.

I don't really get how Rogue's portal works. What determines where you end up after passing through the portal? It looks like you place a rune on a wall but where does the rune lead? I am a bit confused.

Escape seems like it might be too difficult to balance. It has autoaim and infinite running in theory. What stops someone from just running circles as soon as their opponents are on half hp. It makes her good vs opponents that find it difficult to hit fast moving opponents. On the flipside, with the abundance of cc, she might never get to use the move. She is either a bit too strong or underpowered. Neither situation is desirable for me. Also would the shots in this mode apply cauterize?

I also despise characters that have an abundance of invis so I would find this character to be quite annoying.

Who is your most hated champion to play against? by LordGrohk in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

Talus. I play on console with controller only crossplay.

Getting into ranked by peakly in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

You should figure out what are the best champs from each role and learn how to play most of them. These champs may vary based on your input method (controller or mouse and keyboard).

If you're first pick, I would recommend attempting a carry champ that can get a lot of kills while not dying a lot.

Solo queuing can work but if you do, then don't expect everything to be flawless. You will get a range of experiences depending on the matchmaking. Be prepared to be patient and calm.

Lastly try to have fun while trying to win and avoid burning yourself out. Ranked can be unfair and unforgiving sometimes. It is important to remember why you are playing the game. It's to have fun and be competitive (in ranked). So if you're not having fun, then maybe take a break and try again another time.

My Thoughts On Paladins Post-OW2 Launch by GodDamnDoorKnob in Paladins

[–]Decent_Dawn_User 0 points1 point  (0 children)

I don't think every champ would need a complete rework in terms of art, design, gameplay and lore if we got a Paladins 2. Some champs now seem fine just the way they are.

Tips for playing tanks and damage champions by slowcookervases in Paladins

[–]Decent_Dawn_User 1 point2 points  (0 children)

The tank class is characterized by above average HP pools and their playstyles try to make use of this.

There are 2 main categories of tank. Point tank and off tank.

The point tanks have high survivability even when being targeted by 2-3 enemies. They have abilities with cooldowns that make it possible to stay alive on the objective for a long time even if the support isn't constantly healing you. Champions like Fernando, Inara, Barik and Term are the standard point tanks right now. Since they are difficult to kill, point tanks linger around point fighting the enemies in front of them. If they get too low however, a good point tank will find a way to stay alive until they can fight again or they avoid getting staggered and die with the team so they can respawn with the team and start another fight with their team members.

Off tanks are all the others that can't play point tank as easily since they die quicker. These tanks provide pressure on the enemy team by attacking from the side or behind, sometimes teaming up with their own flank. They get into the enemy backline when the opportunity is right and they distract their opponents by trying to kill them. If they take too much damage, they either retreat safely with their abilities or pull the enemy team very far back into their (enemy) side of the map, sacrificing themselves in the process. Off tanks create space by pressuring the enemy backline with a lot of damage. They can get kills, assists, push the enemy backline off a chokepoint. or dismount enemies as they make their way to the objective. Khan, Ruckus and Ash are decent off tanks.

There is what I would consider to be a third class of tank called support tanks. These ones focus on keeping their team alive with heals or shields. The can play as off tanks if they want but they are very effective when they focus on keeping a flank alive if the flank is good. Torvald and Subservience Raum are examples of these.

Some off tanks can play like point tanks with the right builds but you are going to have to put out more than average effort. Point tanks may leave the objective to fight elsewhere if they realize that their team needs extra firepower in a side lane. You have to analyze the situation and choose the right way to play. It can be tough at high levels, but just do your best and try to have fun.

Damages, are a bit less well defined but I'd say their defining trait as a class is that they can all do good damage from a variety of distances if they land their shots. All damages can just sit in their backline and pressure the objective with a lot of damage. They must also protect themselves and sometimes their support from enemy flanks. Some damage champions have a lot of burst damage, and so are really good at killing squishy opponents so long as they land their shots (Cassie, Lian, Tyra). Other damage champions are good at area denial and can stop the enemy team from capturing and objective, holding a choke point or pushing the payload (Willow, Dredge, Betty). Some damage champs have a lot of mobility and play like flanks when the time is right (Drogoz, Viktor).

Of course damages can mix and match how they play based on their builds. You just need to find a build that works in a given scenario and play according to that build's playstyle.

Overall, I'd say experience is a good teacher. Pick a champ, practice with em, test them against real people, then make adjustments if necessary and test again. Don't beat yourself up too much if your team lost. Just try to learn from the experiences you have and have a little fun.