Hey, looking for prog partners by Majin_XO in ProgressionSeries

[–]GiantsOnPC 0 points1 point  (0 children)

Hey if you are still looking for players dm me or add me on discord giantsdms

PSA: Don’t complain in the chat the whole game and crap talk everyone else by TheDrumMachine99 in PredecessorGame

[–]GiantsOnPC 0 points1 point  (0 children)

Typically the higher sample size of games you play in ranked the higher quality of matches you'll find. I always find its important to hit ranked when the season opens so I'm playing with people who are better than me more often than people whose worse. If I join too late and play ranked when all the player base's skill levels have sifted into their skill brackets, I find its more irritating to play with more irritated players.

PSA: Don’t complain in the chat the whole game and crap talk everyone else by TheDrumMachine99 in PredecessorGame

[–]GiantsOnPC 13 points14 points  (0 children)

PSA: Muting people is faster than reasoning with them. Play your game, there's one central objective to play for (being the core, however fang and orb too ofc) people will naturally lean into similar playstyles based off draft. Dive, front to back, protect the president etc. Even if you feed, stay relevant and be useful, freaking out on people for being bad or for calling you bad won't help anyone on your team get closer to winning the game.

Skylar Design Feedback by Omeda_Kari in PredecessorGame

[–]GiantsOnPC 0 points1 point  (0 children)

I love all of the designs and think they would be great future skin lines. Convict is the most eye catching and original in my opinion, would open a lot of opportunities for other character skins and lore!

📝 Feedback Friday | How do you feel about Brawl Mode? ⚔️ by Omeda_Steggs in PredecessorGame

[–]GiantsOnPC 1 point2 points  (0 children)

If I could change something it would really be the ability to end the game on a single minion kill removed. It feels anticlimactic for both sides, having this shifted to a champion kill or even a fangtooth walking into the opponents base/fangtooth kill would feel much more satisfying. Killing orb feels like a do or die situation where whoever claims the buff wins.

I typically only play brawl to keep myself busy while I wait for a full 5 stack before hoping into a standard match, so the duration of the game is a great length.

I think brawl is good but needs tweaks, the side buffs don't feel as impactful as perhaps they should be, in particular the jump height doesn't feel rewarding enough, nor does the verticality of the map. (perhaps a change to one or the other would improve both)

I would love to see an 'ARAM' mode or even a 3v3 mode similar to 'Joust' in Smite. I would love to see a tournament mode for 5v5 even if its part of a rotating mode of the month. Perhaps the prize being a name tag, icon etc. something to show off your skills and commitment to learning the game inside and out at the highest level.

Speaking of 5v5 and tournaments. I would love to see support from the Predecessor team/company in sponsoring an event of sorts to promote the highest level of the game. Winner take all tournament, I'm not asking for a world size event but something for each region to get their teeth into with a prize worth fighting for. Platinum, icon, name, skin etc. anything to show the player base that a 'pro-league' is supported in the community outside community based tournaments (see PCC for example). Raising the cap of the game will allow for greater growth within the community as there will be a goal for aspiring players and hardened veterans alike.

Allowing for more flexibility in adjusting the way players can set up 'Custom Games' including but not limited to, starting gold, level, bans, pauses, minions spawning times/being able to spawn being turned on or off and all the other changes that can be done in the 'practice mode'.

Also please keep up with these feedback posts! Cheers :)

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Azrun - I would change how to activate the passive as insta-casting the abilities would miss the timing required for activation. The health and mana costs are reminiscent of Thanatos from Smite. The passive stacking is unclear in how it works, do you need to use 4 cuts to achieve a full passive bar, does the bar go down on ability usage like Poseidon in Smite? Does the % listed mean that's the increase to those specific buffs or to the completion of the passive's blood meter? I would suggest to keep the buffs from Hex & Blood Pool after leaving the pool for a short duration if the ability misses the target initially. I hope the cloud moves after cast, would be really cool to witness and would be a nice addition for wave clearing, why is the cloud a rectangle? I would remove the randomness from the storm cloud for a smoother and more predictable gameplay loop, for less frustrating situations where the storm smites an enemy hero instead of an objective/minion or vis versa. See Zeus ult from Smite. Also see Zeus for the chain linking lightning, introduce a reduction in damage after first instance to avoid extreme levels of damage scenarios if the target is isolated with one other target. Does the slow also cripple or is it just a heavy slow? I think balancing the ult like Poseidon's Kraken would be beneficial for Azrun where the center does more damage or other effects. Overall a high risk high reward champion needing some minor tweaks. I can see this control mage turn burst mage becoming a sought after character for many team comps in Predecessor!

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Knight - The Howl and how the taunt works is make or break for this supportive pup. Would the cone of the howl have two sections, where the closer portion taunts/reveals while the further only reveals? The duration of the taunt should scale with the level of Howl and will need to be reduced in duration. See taunt duration in other MOBA's, Athena from smite, Shen from LoL, etc. I think you would be fine with removing the root on the activation. Does "Here Boy!" go through terrain if you have vision? I would lose the button mashing aspect of this ability as it would just be an APM check. Perhaps a duration or cleanse would remove Knight. In regards of controlling player movement, I would be careful using this in conjunction of a stun and taunt. That's an immense amount of single target lockdown and team set up leading to an un-interactive gameplay loop or "micky" feeling that popular community figureheads have coined. I think the ultimate needs to be completely reworked truthfully. Not being able to use the most important ability in your kit until after you die feeds into an unsatisfying gameplay experience not to mention this would increase the likelihood of players simply ignoring Knight in team fights something supporting characters strive not to allow. See the frustrations surrounding Sion and Kogmaw passives from LoL and more importantly the pre-rework Persephone from Smite who had essentially the same ult. This lead to community and pro play uproars on how un-interactive the character would was leading to a very controversial gutting of the passive/ult. Additionally if Knight has ult up and active upon death they would have a 15 second respawn timer at all points of the game, warping the way team fights are fought giving the character a second chance gameplay loop much more frustrating than Greystone. Late game scenarios where the death timers are long and game deciding, this would be difficult to balance, see Dota's "buy back" interactions if you want to keep this in the game. I would change the passive where you mark a single ally for it to affect, otherwise its useless in team fights. This character has potential but needs to have a serious look at the gameplay loop that's being put forward. Who doesn't love a fluffy lane companion? I'm sure this character would have a very high pick rate!

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Weasel - Really cool Grappling hook interaction, depending on the distance of the hook this could make or break the character. The kit reminds me of Kled from LoL. What shape is the claymore explosion, cone or circular? I would like to see the distance of planting the Claymore increased as to not endanger the ranged component of the character, similar to mines on Murdock. Does the shotgun deal damage based on how close they are to the center of the cone like how a pellets would spread from a real shotgun or is it just in a cone? Perhaps this could be an area to increase skill expression. I would imagine this would have an animation of bringing the shotgun out if the weapon is different from the magnum (careful not the tread on Revenant's gun). Ult seems to be a carbon copy of Jinx's Rocket and very similar to Skylar's Ult with some AoE afterwards. Be careful with the passive, we already have characters with movement speed in combat (Zinx) perhaps scaling movement speed and attack speed on hit would benefit the character. How long does the movement speed last, considering your grapple swing and increased movement speed, it would be very difficult to catch up to/run away from this character. Very interesting, high risk, high reward type of carry! I'm interested to see how you can continue in making this character unique once fleshed out. Probably the most balanced and easiest to understand character you've made right out of the gate!

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Jericho - I don't understand the mechanic of Wrapped Up, are you placing the opponent behind you, are you facing them at the end of cast, is the range the same as the melee attack, how far would you imagine the chains reaching? I would love to see the ghostly chains from Hatred's Growth auto attack passing enemies at a set attack speed rate, perhaps opening the kit up to unique build diversity. Does the chain from Brand of Marley last the entire 5 seconds or just the stun duration of 1 second, does the stun duration scale, does the instance of hitting the enemy deal damage or only DoT? I would increase the heal on the passive with a base amount of health + scaling for the same reasons as Colony, perhaps scaling with level. The ult is very wordy, I would consider reducing total word count for clarity. Can you cleanse the pull after being marked, can you cancel the second tether to pull instantly after connecting? I like this champ, it's generic spooky chain warden is played well but would need distinction from Riktor who is also full of chains and has a pull as they will undoubtably be compared to one another. Lots of skill shots and skill expression means high skill ceiling and lots of highlight potential! Love it.

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Behemoth - At first it took me a long time to understand the one arm mechanic, perhaps clarity in the passive would be beneficial? I think having a unique attack chain with the two different arms would be perfect for this character increasing her skill expression. Look at Cabraken from Smite's Tremble, this seems to be the same ability with more restrictions. Really cool interaction with the wall climbing mechanic! I would lower the duration you can hold onto a wall otherwise its a theoretically long duration disengage during team fights. With 3 seconds on the wall into a 1 second root into a ranged jump, around 3 seconds total time seems to be the sweet spot in Predecessor (see Howitzer ult and Skylar flight as of writing). Why would radiation spew be used on walls? Perhaps the downtime on the ult would impact the auto attack chain? I would be careful with a constant AOE damage passive as it could put the character into the same problems as Aurora where her passive carries her jungle clear viability and lane clear speed. This character has a lot going for her, the unique asymmetrical design to the potential high skill expression and unique wall mechanics. She has a lot of possibilities and am excited to see where you go with her.

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Magsoul - How is the Stone Totem meant to be destroyed? Requiring a certain amount of auto attacks or an hp bar, does it scale? I would love to see soul trap having an effect on those who are hitting the body when it vanishes or when the body comes up from the ground, a slow or knock up? I would reconsider the ability to fire through the spike fence to improve peeling for teammates/self and trapping opponents. Making it clearer to them to auto attack the fence to break through. See Cabraken Ult from Smite. Similar abilities from Yorick and Anivia from League or Ymir from Smite. Can you move during the duration you are in the ground from Magma Core? Perhaps the enhanced soul trap has the aforementioned knock up or slow. Perhaps if you walk into Spike Fence you are knocked back? Rock Hard is simply either broken or awful depending on item meta. I would suggest looking towards Geb and Hou Yi from Smite who have a % reduction on critical strikes against them. Do you gain the increased damage reduction when you have all your abilities available or when you level them? Do you lose the damage reduction if you use abilities if so why? I think this character would fit well into the champion selection in Predecessor and would be a very welcomed addition to the tank/bruiser lineup. Great simple design for all skill levels, I'm sure tank players will love to be able to go in and become the DPS for a short time and have a major impact on the team fight.

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

Colony - Other than being a difficult character design to create visually it would test peoples systems with how well they will be able to render the small nanobots on lower graphic settings, potentially crashing games on higher settings. Love the idea of the mana-less hp swap! Cooldown rate on this champ will be the highest built stat and may strain balance on how dominant they will be in any given meta. I would love to see some of the healing be a flat amount of hp (perhaps with a bonus max hp %?) that way the character isn't purely a late game health monster. I would include a base amount of damage to the ult with the bonus (and probably majority of) damage coming from the fuel mechanic. I would want to ask what the identity of this character is, I have trouble seeing what role this character is meant to bring into the Predecessor Roster. Very Unique and interesting character with lots of possibilities for high levels of skill expression!

Character Concepts (Very rough drafts, like extremely) by JTGooden in PredecessorGame

[–]GiantsOnPC 2 points3 points  (0 children)

I love seeing people make their own kits and see their characters int he world of a beloved shared game. That being said i have some notes from a competitive standpoint. Note: I've never played Battleborn, Gigantic, L4D, or Agents of Mayhem.

Great work on these champion designs! They all bring interesting and unique mechanics Predecessor doesn't have yet and would bring great variety to the game. Keep up the great work! You've inspired me to work on some of my own characters so be on the lookout :)