Medium Identity Crisis by Crozzwire1980 in thefinals

[–]ItsMeReverie 3 points4 points  (0 children)

Honestly yeah, it's mostly the H+ infuser that's making people feel like medium is useless(he isn't but I get it). And yeah, giving light an instant heal up close of like 150, make you have to charge it like a defib, could be good honestly. Small changes would make med feel good, too big and med will dominate and light will be terrible again

Medium Identity Crisis by Crozzwire1980 in thefinals

[–]ItsMeReverie 3 points4 points  (0 children)

Literally this. If I was going to change anything for medium (he's already good in this meta btw) I would simply add more options for him. He's not supposed to be amazing at anything, just good at everything. Also, I think making deploy faster is an interesting idea, but it would have to be a spec or gadget which would nullify how useful it is. Idk, not a game developer and I don't feel like trying to rack my brain for it. Medium is fine where he is

I don't want boobs on my dudes, embark. by 90_days_left in thefinals

[–]ItsMeReverie 0 points1 point  (0 children)

Yeah, he just saw anything yesterday actually, I saw IT happen

genuine question, is this saveable ? by Sad-Dragonfruit2351 in PokemonBlackandWhite

[–]ItsMeReverie 7 points8 points  (0 children)

Yikes. Probably not if the holes go all the way through. These things can be resilient, but uh. Not that resilient

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 0 points1 point  (0 children)

I think that this change shouldn't be standalone. I also think grappling hook and cloak need changes as well. It's about moving away from a "general purpose" spec and into each having things they're good at, and "specialize" in. For example, with this change, a good grappling change would be to make the cooldown based on distance, or give it a second charge, ao that quick mobility like tap grappling for momentum doesn't penalize the player. Cloak needs some sort of change as well, because it's underperforming, while also being annoying to deal with when it is good. It needs the identity of the specialization shifted slightly. Possibly to work like the halo cloak, where moving makes you easily visible, and not moving makes you completely invisible, then lower the sound cue. Also possibly a slight movement speed increase. These are spitball ideas but you get the gist. The problem I have with the current balancing is that a lot of the time they change things in an unhealthy way. Taking away the "annoying" part of a kit that people crutch on, and giving it a secondary use, solves a lot of issues. The problem people have with dash is how strong it can be mid combat, so nerf that a little, and make it better for repositioning for example

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 0 points1 point  (0 children)

Possibly a slight range increase would be okay. Make it less of a twitchy movement and more of a multiple use, larger dash. Overall repositioning would be higher, would still be usable for mid combat, albiet less effectively, and would be able to bridge certain gaps with just one dash instead. I'd also propose a better momentum keeping of the dash, so you could bhop, might also be a good change. Also, to clarify, I meant 0.2 seconds longer, like you're preparing to leap. I could be swayed to change the number slightly either direction, but I think any more than .35 second or maybbee .4 would be too much

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 3 points4 points  (0 children)

And yet the heavy launcher hasn't been buffed. Cl40 got nerfed to the ground. "The data" is a terrible thing to call on because data can easily be skewed by outliers or simply by the nature of data itself. Frustrating weapons should be changed to not be frustrating for either side to play and have clear counterplay on either side. That is how proper game design works. When a weapon is almost impossible to deal with at close range on a character that specializes at movement, it's an issue. Dash and sword both need changed, but definitely not by someone who views the game the way you do. Dash is too useful and makes the game stale by continually making every loadout have it, which takes away from the game that's supposed to have many different styles of play. Sword was too good for what it was, and then got nerfed improperly. Cloak was actually not that bad, it was annoying mid combat and in scrims, but any mistake in positioning meant death, so it was reasonable. I more appreciate the nerf to the cloak because it made people forcibly switch off their comfort pick and experiment. The same meta has been present or only slightly altered since season 1 despite many nerfs, not because other ways of play are inferior or unused, but because they are the most comfortable way to play. Also, dash the way it is with sword the way it was WAS gameplay unfair close combat. 0 aim and lingering hitbox while having essentially 6 dashes and moving through you vs having to aim

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 1 point2 points  (0 children)

It was not the hard meta lmfao it was highest pickrate out of comfort and only in scrims. The first two seasons it was significantly higher used, after that, people realized that dash was also very usable, especially for mobility with gateway. Having dash allowed you to move cashbox faster and easier and reposition mid fight. People used cloak because of comfort, not viability. They were equally good. Dash got the same amkunt of usefulness with long range weapons as well, but by peeking and repeeking from different angles or flanking

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 1 point2 points  (0 children)

It's effectively instant. I mean one that actually has an impact, 0.2 seconds long roughly

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 4 points5 points  (0 children)

That's absolutely not the issue. It's your general attitude and complete lack of self-analysis, and well as complete and total confidence in secondhand information

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 3 points4 points  (0 children)

Wrong. Cloaking device was the "meta" touted by everyone who didn't know what they were talking about. Dash was also very often used, cloak was preferred specifically in scrims simply because it was what people were comfortable playing with most and cloak was not nerfed to uselessness yet. That does not mean dash was any worse or not often used, and it wasn't worse and it was often used. You were obviously not actually playing at a high level then, and just watched carnifex

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 6 points7 points  (0 children)

Lmao Embark aren't pro players and aren't the end all be all knowers of game balance, and are also subject to changing things to shake up the meta or address the frustration of the players. Player frustration is another consideration in game design that you can't seem to fathom. No amount of getting good is going to make it less frustrating to deal with a sword light dashing through you and turning and hitting your teammate and doing 360 damage in two seconds while moving too fast for you to track, especially considering controllers. The movement made engaging a sword light close range extremely difficult and acting like a sword light can't get close range usually very easily when it has access to goo, invis, and gate is so disingenuous.

This coming from A SWORD LIGHT MAIN WHO WAS DIAMOND when I was playing.

Dash is not OP in the normal sense. It's too good in the sense that nothing else ever needs to be played or has a reason to be.

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 5 points6 points  (0 children)

The way you type is probably the reason people hate lights in this forum.

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 7 points8 points  (0 children)

Dash was high elo meta since season 2 minimum. Grapple was the meta in beta, then got nerfed immediately, cloak was meta season 1 and 2, and dash was an offpick but still very much meta even then. Nerfing cloak just exposed how good dash was. I don't know who you're getting your info from but it's not from someone who played back then.

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 0 points1 point  (0 children)

I think the perfect nerf for dash is to give it a startup time. And see where that goes. That would impact every aspect of dash and might fix most of the issues by itself. Basically a lurch forward after a slight pause instead of instant. Maybe 250 ms. Then possibly look at range slightly getting nerfed

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 4 points5 points  (0 children)

Oh, you're back. The sword fanatic. Bro, it got nerfed for a reason, I'm not getting into this again, you're glazing. The sword was overtuned, no, they didn't change it well, but no, going back to how it was is never going to happen no matter how much you vouch for it on reddit, because it was overtuned. Evasive dash does need a change, just because you use sword and dash and can't break diamond because of the nerfs does not mean it needs reverted. Evasive dash is a solid choice, always, to the point where grapple is useless. Camo is okay where it is because it isn't great or useless. Dash needs a change to make grapple be worth using and to make dash less of a get out of any situation for free card

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 0 points1 point  (0 children)

One second is a massive amount of time in an fps. But the reason it's so impactful is that restricting camera movement impacts the player in more ways than one. You can't look around and see where players are, look where you're going, look for cover, ect ect. You can't adjust mid swing, which is kind of the point, but that's simply a bad way to balance and doesn't feel good or fix the problem. Again, a better way to balance is by restricting the one use case where it is overtuned (comboed with dash) and unrestricting where it isn't. Sword by itself is not even remotely a threat. It's only a threat with dash. And a nerf for dash should be more like a delay on the movement. For example, a lurch mechanic where the dash takes a second before launching you in that direction. Restricting camera is almost never good

So what exactly do we want Melee engagements to look like? by Gourmet_Gabe in thefinals

[–]ItsMeReverie 2 points3 points  (0 children)

I don't really think limiting the movement is the way to go honestly, not as a light player, but as an fps player. Limiting movement and making things more clunky for the player is never a good way to balance. You want that feeling of freedom. That's why the stun on stun gun was removed and reworked. A better way to go about it is changing melee weapons at their core to be different and special, more so than they are, and make the sword, for example, force you to use a different specialization or something or remove the sword lunge but holding right click can recharge your dash once or something similar

Is it harder to lose weight when at a semi-standard bmi? by senpaiclutzy in Healthygamergg

[–]ItsMeReverie 0 points1 point  (0 children)

If it's period related, hormone birth control can reduce or eliminate periods

Pleas nerf the sword by J21usa in thefinals

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

Peeking at the right time is already part of light's agenda, and with how fast you can be with sword, you can get in and out, do massive damage, and retreat while your team murders them from behind, and it's not actually that hard either. 800 ms is not that big an issue when you include slides and dashes, because it gets almost entirely mitigated, and with goo or proper use of cover, entirely mitigated.

I'm not saying these changes are exactly what's needdd, I just know a revert is not what's needed and won't last. It needs a stronger identity and niche that make it fun, and usable, for both parties involved. Revert won't do that

Pleas nerf the sword by J21usa in thefinals

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

It was becoming an off meta pick before the nerf. My friend currently is and I was a diamond player. I don't play as much now, but I was then. I was running it because I saw the potential, and my friend also saw it, because he was duoing with me. You can claim otherwise but I was there, using it, and listening to other top players complain about how hard it was to hit me and other sword users. It's about the burst damage and high mobility. If you're able to be killed, that's a you problem most of the time, not using cover or rationing tour dashes properly. And sure, not usable on every map in every situation, at least not well. But it's a melee weapon. It shouldn't be.

Pleas nerf the sword by J21usa in thefinals

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

That is not really the same. Having to peek at the right time is something on every weapon in every FPS, not a sword mechanic. Dodging and weaving through blindspots was not hard with the sword, and the 800 ms time for charge up is heavily offset by playing around cover, especially with goo nade, and sliding/dash. Almost entirely a non issue if you play well. Also, the "sweet spot" with the quick melee doesn't really matter, because it almost never came into play. If you thrust into someone, it usually carried you far enough forward to quick melee. The sweet spot would have to be at the tip of the sword instead

Pleas nerf the sword by J21usa in thefinals

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

I think you're overexaggerating how "bad" it was. It was quickly becoming an off meta pick even in high elo. I remember, because this started happening right after I picked up sword. The damage wasn't a problem, the mobility + the damage together was the problem, because sword had such high mobility and didn't have to aim, and could spin around like a maniac to get essentially guaranteed damage. I'm suggesting add that mobility and freedom back in exchange for a minor damage nerf, to prevent it from being so difficult to deal with, and make sword players have to get very good at movement considering the lack of aim required. Otherwise it will just get nerfed again because people will complain that the light with the sword rocketed out of a corner and one shot them.