I don’t really have suggestions for you guys on how to fix any of this, unless noted otherwise, but I’ve been playing the game a lot and figured that I should let the devs know the pluses and minuses of my experience so far.
Monster and Hunter are very balanced right now. Sometimes it feels very strongly like one team has an advantage, but the majority of games I’ve played have been pretty close. I’ve had a few games where I’ve downed the rest of the team, and the assault manages to kill me in a pinch. I congratulate the entire team in these games, as they deserved the kill.
However, having said that, there are a few issues: The monster being able to pounce the final player on the team prevents any kind of outplay; this should be disabled imo, but do keep monsters being able to pounce hunters when there’s more than one hunter up, as it’s still fair. Additionally, the dropship should be in a fixed location. EMET can place his beacon to respawn hunters at a set location; Keep it! This mechanic rewards good hunters and punishes bad monsters. The dropship being close to the living hunter’s locations, however, means that if I’m still fighting when the dropship comes back in, then I’m screwed. This punishes monsters and rewards hunters, but not in the same way as EMET. It doesn’t feel… right, I guess. The dropship should always drop at the exact same location, so that if I chose to fight near that, that’s my bad and I deserve it, but if we’re on the opposite side of the map, I can still get another strike or two off before the hunters converge on me.
When playing hunter, I feel that Assault is nothing more than damage. It doesn’t matter who my assault is in regards solely to my team composition, but it DOES matter who my medic, support and trapper are. The game can be lost at the start if we chose a bad team comp with those three, ie Lazarus, Maggie (because Daisy will revive asap causing hunter to receive a strike), and Cabot, because his only method of shielding is his 4. Meanwhile, no team comp really complements an assault except for Cabot’s damage amplification on, say, Lennox or a Super-Soldier’d Parnell.
In short, the Medic, Support, and Trapper are sitting at a table with fifteen books, seven notebooks and twelve calculators, crunching numbers on what the best composition they can make is, while the Assault is just sitting on the couch watching T.V. because he doesn’t care, he’s just going to be there. Of course it would matter who he assault is versus the monster, but you rarely know who you’re going against to counter pick them.
When playing as Monster, I feel there are a lot of pluses and minuses to each monster. Goliath is a brute, Wraith is an agile assassin, Kraken is a ranged poker, Elder Kraken is an INSANE burster, Meteor Goliath is an AoE brute, Behemoth is a tank, and Gorgon is spiderman. That said, each one has minuses that allow fair gameplay, so that’s cool. My issue with monster is that they’re not explained enough to the hunters. My first time going against Wraith, Kraken, Elder Kraken, Behemoth and Gorgon, I was like “uhhhh what can they do”. I know you guys are working on putting ability descriptions into the game, but I’m kinda just getting this off my chest because it’s super annoying to have to PLAY a monster just to understand how to beat them.
Speaking of “understanding how to beat them”, when I first went against Lennox I didn’t understand how I was dying so fast. Now I do, of course, because it was explained to me, but again, ability descriptions need to be implemented asap, or you’re running the risk of losing your player base.
Speaking of losing your playerbase, punish people who abandon games. If they reconnect, don’t punish them. I’ve had so many games where people leave during hero selection just because they either a) didn’t like the team comp, b) didn’t get their role, or c) didn’t like who they were up against. This cannot be allowed to happen on a regular basis. Please implement some sort of punishment for leaving games, whether it’s a temporary ban or just a low-priority queue, only placing them with others who leave games, so they can just get frustrated and see what it feels like.
Number Four (six?)
Silver Keys have two modes: either I’m receiving so many I don’t know what to do with them, or I’m agonizingly receiving them key by key. Please fix this, and even it out. With most heroes costing around 6k keys, you should give around 300 a game IMO. 20 games to unlock a new hero seems fair.
That’s all for now. I’ll reply to this later if I think of more, but thanks for reading.