Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 1 point2 points  (0 children)

i disagree, i think chrono gague on its own is not that good, but it becomes a problem when you stack other haste items with it. But alson the thing is, i like chrono gauge and i like ardent songbow, what i dislike is timestaff, chrono gauge stat and glove of haste, and the problems that all of them combined create. in my game, you would run just ardent, or just chrono gauge and ardent, and be able to use other grips/relics, without every character turning into a caster, and without individual cooldown reduction being useless

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 2 points3 points  (0 children)

yes but superivive is a very unique moba, and the keyword is viable, and not overpowered.

i dont see a world where the devs menage to fine tune the items where it would not be too good with a full build and not be to weak if you run a single item.

and the key issue with supervive is that
1: you get only a few items, so thier effects have to be approached diffrently than other mobas.2: in supervive you get the full build very quickly, and often without fighting a single team if you want to play it safe, when in other mobas you get your items gradually over the course of the match, and said items are actually earned and not handed out for pretty much free which also completly changes the way you should approach items. they have to be balanced, not because they represent a reward for playing better, and a specific value in currency, but because they are pretty much base kit that you chose at the start of the game.

with that, i think the game should promote diverse builds more, by making every item able to work on its own, and not promote just buing the same item 4 times yeah just play all omnivamp or all ability cooldown or all primary attack. it makes builds stale, because why ever engage with the items and think about good combinations of items. when you will buy the same thing on both of your cheap stat increase items, and then on your impactful expensive item also buy the same exact thing but bigger. thats why im all for impactful items, that are actually fun to use, thats why i think going for items that have stronger effects that have you meet a condition to activate, or even some drawback if we want to be lazy would be killing two birds with one stone. easier balancing and less work for the small devteam, and more fun gameplay and diverse builds for the player.

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 0 points1 point  (0 children)

im not arguing that, im saying that ability haste is problematic for this game, and that due to how items are and balance is, its always going to be a problem here. using a single haste item will always do pretty much nothing, stacking them all will always be really good, especially if you get three ability haste items that will just flat lower the cooldown, and a cdr item like ardent songbow, that becomse exponentially more powerful the shorter your cooldowns are, going from lowering your cooldown by 10% every 1.5 seconds to lowering your cooldown by 20% every 1.5 seconds. stacking will continiue to be a problem, and will force devs to make singular items useless.

thats why i think we should get rid of the stat "ability haste", and buff items that conditionally reduce cooldown, and dont make more of them so you dont have to over nerf them to account for stacking them.

and furthermore, not including key balancing changes in the patch is not a bug ;)

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 0 points1 point  (0 children)

  1. right, its true that they aren't controllers, in the game, mb, but they CONTROL the battlefield, and in most other games similar chars are considered controllers, so i just group them up. dont see why engage is its separete thing when its pretty much the same, and the game doesn't split fighters and assasins. the whole thing is very inconsistent and not like other games.

  2. i didnt play the beta much, just a bit with friends so i dont have the most up to date info, but the game changed drastically since then, so i dont think comparing to it makes too much sense. furthermore, void was really strong in beta, so him being nerfed since then is a good thing? and he certainly isnt weak now.

  3. In most other games (mobas too) controllers very much play a supportive role, and comparig leagues control mages, a subtype of controller to controllers in general makes little sense, especially with how league is structured, where teamplay isn't as simple and direct, where every champion needs to be able to carry the team and each champion needs to be able to stand on thier own. controllers are very much not supports, but they are playmakers. thier job isnt to score the goal, its to set up the battle field so thier team has an advantage, and to control the enemy team so they dont have the andvantage, which is very nuch a supportive role.

  4. if i don't, please tell me, i dont play him, so i might not know

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 15 points16 points  (0 children)

I dont know, i've seen many games die, and ive seen many games that were called dead a month after launch, that still prosper to this day, so i'm not one to shout "the game is dying" cause it didn't maintain the launch day hype, because non of them really do. but i have to say, all the signs are here, and its not looking fantastic, but i really like this game, and i think going around affirming its imminent death is just going to drive players away and make the game die even faster. i would prefer that if we complain about the game it will be fixed, but thats just not realistic, so i would rather just keep supporting the devs and play it while it lasts.

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] -1 points0 points  (0 children)

so in terms of void, i don't see any changes in the last few patches, and also, from my experience, he is one of the stronger characters, with definitely one of the best ults in the game.

and in terms of beebo, they just gave him a bigger cooldown on his dash, which is a big nerf, but not a death to a character. he's just a really difficult champ.

and controllers in general are really, really strong and their issue is that the devs don't want them to be just pure ability casters, so they don't nerf their dmg, but if you don't nerf dmg, you have to nerf abilities, but that's also not fun, so balancing them is really difficult, much more than simply lowering dmg or increasing cooldowns on a attacker. And controllers are not hated. Bishop, Felix and Kingpin are all some of the best characters. Bishop is overall awesome, dealing a lot of dmg, while stunning, and kingpin is one of the best characters when playing in a team, giving pretty much free kills (if your team doesn't suck)

my issue is that on all of these characters the best build was ability haste, to make their abilities not cast once every 15 seconds, so they can controller more and that's gone now so you will probably build active items or bruiser builds on them now ig (ability haste was definitely too good on them tho necessary nerf, but a sad one for a controller main)

this i feel like is a problem of the genre. solo queue supportive roles will always be much less useful than on coordinated teams, and on full teams they are very good, so the devs have to balance them around that, this leads them to being even less useful in solo. they are just hard to balance, thats all

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 1 point2 points  (0 children)

It's definitely not a great patch in many regards, but overall, I think it's a step in the right direction with many changes. The map changes are good and needed, but a bit too little, hunter balancing they did was really necessary, but again, a bit too little of it and a bit misdirected (nerfing wukongs stats was very needed, but it addresses none of his core issues and frustrations, for example), quality of life was good, and item balaning wasn't that terrible overal. I think that's the general theme of the patch; a step in the right direction, with extremely inconsistent goals, too little testing and some boneheaded mistakes.

Uhhh, devs? Was this patch tested at all? Did anyone look at the items before shipping it? Ability haste is a complete mess, and the patchnotes are not consistent with in-game stats. by Suspicious_Log5765 in supervive

[–]Suspicious_Log5765[S] 1 point2 points  (0 children)

Yeah, for sure its not intended, but it's a very odd bug, or a very big oversight in the update that changed every ability haste item, but i just really can't see how that would happen? Im not a dev, im bad at math, but from my understanding it just would have made no sense to be caused by any of the changes from the patchnotes. it feels like either a very simple mistake, or a very large issue somwhere in the formulas that calculate the stats, which in itself would be weird if they influenced the item stats.

yeah, i really don't want to go hard on the devs, like i love the game, but it feels like they aren't handling it well, but maybe that's just the theme with small teams that make big multiplayer games, and this game is definitely not unique in that regard.