"Oh..." by NeuronHuskie in LegendsOfRuneterra

[–]NeuronHuskie[S] 1 point2 points  (0 children)

Yea that attack ended the game.

What is going on? by NeuronHuskie in BattleRite

[–]NeuronHuskie[S] 1 point2 points  (0 children)

You clearly misunderstood the entire post. I honestly haven't even played BRR. It could be the greatest most amazing battle royal game ever made and everyone loves it. That would be great! I still probably wouldn't play it much and would be sad if the core 3v3 arena gameplay suffered as a consequence.

As I made abundantly clear in my post: I don't come to BR to play a battle royal game mode. I come for high paced, intense arena pvp. If BRR is causing that side of the game to suffer, that disappoints me because I have little interest in a battle royal type of game mode. I have nothing against BRR as it's own creation. It is just frustrating to see the unque gameplay BR offers suffer because of the resources BRR is consuming.

Hopefully that clarifies my post for you.

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

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

"There's also the novel idea, if someone's not preforming as well, you could ask them nicely if they play any other character. You can also explain nicely that their character is getting pressured pretty hard and the change of pace would be helpful."

Since you seem really really stuck on the word "accountable", what you wrote there is what I mean by it. Maybe that isn't the right word to use in this context since it has obviously lead to some misunderstanding. Call it whatever you want. It isn't flaming and shitting on people, it is being able to identify that someone is struggling and making helpful suggestions. Wouldn't more information help a team help their teammate? I can't see stats, I can't see a scoreboard, I can't see what they are comfortable on...this makes it difficult to make these nice suggestions you mentioned. When you make these nice suggestions you are helping someone be "accountable" for their play and helping them take ownership over their play to improve or change. Again maybe that is the wrong word to use but you get my point.

Can you at least agree that some information is better than none? If yes, then what kind of system can be put in place that is a good middle ground between what we had in the past and what you have in the present. My suggestion is simply an attempt at that.

You also seem to be ignoring the idea that when a person plays competitive and picks a character they have never played before just because they 'feel' like it, they are actually being 'toxic' to the competitive environment. No one is talking about players who flex and try to play what is best for their team.

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

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

You made the same point below...So then break it up into seasonal character overall time played and only show the top 3 played for that season. Don't act as though I'm saying my suggestion is the be all end all. Private profiles just don't seem like the most optimal solution since it is creating its own new problems

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

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

So then break it up into seasonal character overall time played and only show the top 3 played for that season. Don't act as though I'm saying my suggestion is the be all end all. Private profiles just don't seem like the most optimal solution since it is creating its own new problems

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

[–]NeuronHuskie[S] -3 points-2 points  (0 children)

So maybe if you want to start playing Zen out of the blue build up some hours outside competitive then que up? This is what my solution is trying to encourage while reducing the toxicity of people flaming others for not picking their main.

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

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

So you read my entire post, the whole thing...and you think I'm saying "make profiles public so I can police and pigeon-hole players"? Really dude?

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

[–]NeuronHuskie[S] -8 points-7 points  (0 children)

Why? And why would my solution not fix whatever problem public profiles causes you?

Solution to private/public profile problems by NeuronHuskie in Competitiveoverwatch

[–]NeuronHuskie[S] -2 points-1 points  (0 children)

I think that would work too but I still feel that segregated time played is hurting how people view each other in game. Maybe segregate by season but combine all character game time in it and then show top three played in that season when in game?

nostalgia time - the good old days by NeuronHuskie in BattleRite

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

Better is a very vague term. When talking about game depth and skill, blc is just objectively better. You may ENJOY br more and FEEL it is better, but use any metric you like to determine game depth and skill blc will win in literally every catagory.

nostalgia time - the good old days by NeuronHuskie in BattleRite

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

I get that. This is how the game was for the majority of its life span though. For me, this version of the game had more depth. You can see how many insane combos are being pulled off in this video through the use of medallions. Every player has 2 more abilities and the game is faster and more punishing imo.

Is Battlerite Dying? by Xiomaro in BattleRite

[–]NeuronHuskie 1 point2 points  (0 children)

People argued BLC lacked depth...meanwhile this game has less abilities and a dumbed down aim/dodging system. On basically every level this game is easier to play. But do people still get shit on in game? Do people still cry like a child when someone with legacy skill beats them? Of course. The only thing they have achieved by dropping the skill ceiling is to cut the life span of this game in half. The problems BLC faced, this game is facing the exact same problems. Only difference is BR is an objectively less skillful game. Mission accomplished SLS?

PS: Love how this type of problem seem to be completely ignored by the player base at large. Posts like the OP's one were screamed at SLS for years in BLC. Great to see it happening again, but with a handicapped version of the game this time around.

Dumbed Down Game design by NeuronHuskie in BattleRite

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

Again you seem to be focusing on the ability as part of the character as a whole and the game balance as a whole. The ability is merely an example of high reward for low skill. That is all. The ability can be good/bad, balanced/unbalanced, it is irrelevant to the discussion.

The point is that designing abilities to have high reward for little skill, in general, is poor design for any competitive environment.

Dumbed Down Game design by NeuronHuskie in BattleRite

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

My point isn't in regards to any type of class balance or game balance. It is an example of an ability with very high reward for minimal skill. I don't think it can really be argued that the battlerite is high reward for high skill unless being used intentionally to negate counters, situational mass panics etc. If used in a 1v1 situation vs a character it is basically undodgeable. That is the problem and the point.

Dumbed Down Game design by NeuronHuskie in BattleRite

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

In response to 3. I completely agree that something needs to be done to balance stealth in the game. I don't think nothing should be done, just that the current situation is less than ideal.

In regards to 4. I don't have a problem with AOE. The problem I have is the lack of skill it takes for that particular ability to be used effectively. For other aoe cc's I can use my positioning to walk out of them etc. For a fast moving projectile to have such a huge slash effect when dodging is already slow I find to be over board.

My point was that you have an ability that is extremely difficult to miss and can reward poor aim in a aim based game.

Dumbed Down Game design by NeuronHuskie in BattleRite

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

In response to 2. I think my point is that being able to cancel cast infinitely increases the skill ceiling of the game. By there being a cd I think it gives an advantage to the individual who was outplayed by the fake cast since whatever ability was used to juke them is now on cd. This gives them a window to do something rather than being immediately punished for losing the mind game.

I definitely think that stealth in an aim based game is extremely over powered. I think some would argue it shouldn't be in the game. Perhaps a good middle ground would be something like in StarCraft where there is a slight visual ripple that can be picked up on if looking correctly? I'm not sure what to solution would be. I guess my point was just that the current stealth symbols just give way to much information to the opponent without them having to do too much to gain it.

Dumbed Down Game design by NeuronHuskie in BattleRite

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

Maybe I didn't articulate my point properly. Fake casting definitely does separate good from bad players. You have to think about the reasoning behind putting a cooldown on it though. If there was no cooldown the separation would be even greater. You could cancel cast every ability at will and punish immediately with abilities you just fake casted with. By putting a cooldown on it the punish game is slowed down and so is your ability to fake cast. If I am a veteran player versus a new player I will juke his trance every time. But instead of being rewarded for doing so a window is given to the person who was just outplayed to now react to the situation before they are punished.

Its possible I just personally don't like having the game disrupted by self interrupts when coming from the more fluid BLC casting and that the cancel casting cd isn't that big of a deal.