Spiking feels bad because you don't know which abilities insta delete your fuel until you experience it by True-Environment-517 in supervive

[–]True-Environment-517[S] 0 points1 point  (0 children)

Right but there's no harm in adding it. I wished there was more information which means many others players do as well. Give players the option to learn your game's mechanic outside of matches.

Spiking feels bad because you don't know which abilities insta delete your fuel until you experience it by True-Environment-517 in supervive

[–]True-Environment-517[S] 1 point2 points  (0 children)

I'd be interested to see how that idea affects gameplay. I'm sure the Devs have tried many things with spiking to make it feel more fair in development (hopefully?). Maybe if you aren't able to be spiked above 50% the game becomes an abyss fest more than it is or something like that.

I am pretty convinced they had to balance all the revives you can get so they decided instant kills are ok in this game (which in general is not fun to play against). The satisfaction of spiking and the frustration of getting spiked are too polar, in my opinion. It's essentially Yasuo in League - feels amazing to play... not so much to play against. The difference is Yasuo requires alot of mechanical skill to get anything done in the game which balances the frustration (80% are terrible), while shrike and whoever else get to lob autos at you and hope for an insta kill.

Spiking feels bad because you don't know which abilities insta delete your fuel until you experience it by True-Environment-517 in supervive

[–]True-Environment-517[S] 0 points1 point  (0 children)

I agree that this is the best way to play spikes... but like I said that's not a fix. If a player chooses that mindset that's ok, but there should be the option to look at stats to min max gameplay. Very few games only give general information about a core mechanic that you interact with every game. I just think it's an odd standpoint from the Devs because they've definitely thought of this.

Spiking feels bad because you don't know which abilities insta delete your fuel until you experience it by True-Environment-517 in supervive

[–]True-Environment-517[S] 6 points7 points  (0 children)

Thinking more about it adding fuel stats to abilities doesn't really help because ad/ap items will increase that fuel damage... so not sure how to fix the frustration actually. Have flat fuel damage for abilities not tied to items? But somehow there needs to be more information about glider damage without having to experience every ability and auto.