I’m a new player to this game, so I could be wrong about some things, but I thought I’d share my thoughts on the game so far and maybe get some advice while I’m at it.
Firstly I should say there are some excellent mechanics in the game, and overall I think it is groundbreaking. The balance at first seemed very good, I’ve only been playing for about two weeks now and I understand there was a recent balance patch, so much of my thinking comes from the past few days of Monster play.
I don’t really get the Hunter speed. I don’t know if this is an issue of playing level 40 Hunters or what, it seems to be because I cannot lose some of these players, by the time I lose them I am across the map and in a corner. So it seems the maps are too small or there is not enough challenge for the Hunters. It also seems that speed perks for level 40 Hunters essentially make them faster than low and mid-level Monsters.
Lazarus reviving dead players. I think this is generally a bad mechanic. It was terrible in Left 4 Dead 2 (defibs), and seems even worse here. But if they insist they want this in the game what really doesn’t make sense is that his special revive works faster than a normal revive. Normally with a benefit there is a tradeoff, but not only does his revive disappear strikes and revive dead players, a dual-purpose mechanic, it also works faster than other forms of reviving. Perhaps I have just not figured out how to play against him, but it seems a pretty poor mechanic for balance when a Monster has to take damage to cover a dead player, or hope you get a lucky incap location so you can’t be shot. Basically it is is like a L4D2 Survivor being able to spawn a health pack and defib whenever he wants.
You should be able to eat while being shot. This is a mechanic that also makes sense. What you are eating is essentially lost anyways from getting shot, but the way it is not only are you stopped from eating but you also take damage.
Shields are infinite until you take down Support. This makes no sense to me. You can use a huge combo and get two players close to incap and then at 2 health the Hunters can just shield and negate all damage for thirty seconds or more. The shields should minimise damage, not negate it entirely as the mechanic just gives Hunters too much power. They already have temporary shields and health regeneration, why make it so that the Monster constantly has to switch to the Hunter with full health?
Balance between ranks is impossibly bad. I’ve played difficult games, lots of Left 4 Dead and Battlefield 3 competitively. Both games punish new players, Battlefield 3 especially with vehicle setups which can only be unlocked through levelling pretty high. But there is a difference between unlocking guns and gadgets and unlocking damage multipliers, a very significant difference. I would like to know what the jump is for a nub Monster fighting bots or nub Hunters up to level 40 Hunters. It seems there must be a 30-40% damage increase at least. This is insane and is comparable to the current Armored Insert problem in Battlefield (a gadget for a single class which blocks up to 50% of damage, gamebreaking mechanic). I would consider this a near gamebreaking imbalance.
Too much randomness through perks, player damage advantages through level grinding, elite monster advantages etc. This just prevents new players from playing, adds to stat boosters playing against low levels, and separates the community through making the game boring to play for high levels.
Not enough going on for the Hunters. I explained this further in the Frustrated Monsters thread, but there should be more wildlife attacks on Hunters, this would make it more interesting for them, and prevent the endless chase and dome-trapping.
Inconsistencies in dome time. I sometimes have no idea how long the dome will last. It seems inconsistent to me, lasting several minutes in some cases. I suppose this is something I could be wrong about, but some way of judging how much time you have would help the Monsters a lot.
Aim assist seems too strong. I shouldn’t be taking damage halfway across the map and getting harpooned at ridiculous distances because of an aim-bot intended to make the game easier for new players. There is obviously an issue with controllers having precision difficulties in close quarters, but snap-to aim-assist has become a huge crutch in shooting games.
There needs to be two aiming sensitivities, one for monsters and one for hunters. I like low sensitivity for good aiming, but as a Monster you have to be able to turn quickly. The mechanics in Battlefield 4 are excellent with different aiming options for hipfire and ads. This game wouldn’t have to go into that much detail, but separate aiming sliders are a huge help.
It seems that there is little advantage to levelling to Stage 3. It seems that the Hunters become much stronger (don’t know if this is true, but it seems this way to me). And this is combined with several of the Power Relays being in locations advantageous to the Hunters, in some cases extremely so. There is also an insane time limit which further presses the monster to have to fight without shields or lose from another constraint. This seems to me to force a stalemate of fighting back and forth at Stage 2 where the Monster doesn’t do very much damage.
That’s about it for now. Feel free to give me advice or correct things I have wrong. I’m still learning about the game. However, I do have experience at a high level in lots of games, so my nub status here shouldn’t really discount what I have said. As well, this isn’t meant to be offensive to the community or the developers, it’s just feedback on what could be a classic game.