Before I get started, we’re going to abide by some rules for this discussion or debate, break them, and your argument can be considered invalid:
- Name calling. ‘Coward’, ‘noob’, ‘rookie’, insert general swears. Just don’t, this detracts from your argument, and nobody don’t care if you think that someone is just ‘bad’.
- Team composition. This may sound weird to some, but face up to facts, this is a blind pick mode. The hunters can’t know what they’re getting into, and shouldn’t be gimped for a ten minute match because of this. ‘Just play X’ is not valid because people don’t want to play the same thing over and over(usually). Nobody should be forced to play something just because they’re guaranteed to lose otherwise, this is the recipe of the downfall to any competitive game.
- Consider both sides to each argument. There must be reasons people are shouting out it’s underpowered or overpowered. You don’t know everything.
- Viability is key. If you suggest a change, nerf, buff, or strategy, viability is king. If you just tell people to jetpack out of supernova, you have to also consider how little jetpack fuel there is. The trapper might have just had to use all of their boosts to dome it, what then?
- In depth discussion. “It’s mobility is too strong” “It’s decoy is too strong” “Abduct doesn’t do enough damage” are not discussion points, they’re complaints. The same goes for “Just learn to play”
Still here? Good, lets begin.
My stance on the Wraith is that it is too strong, and encourages a bad playstyle for her, turning her from the sneaky assassin into the slippery glutton. I’ll define what I think of each of these as just for future reference.
The sneaky assassin keeps the hunters on edge, while it looks for a possible pick or grab on the hunters, struggling when it cannot isolate it’s targets, but quickly rending individual targets to pieces. She must hit and run, and once caught out due to their own mistake or the hunter’s ingenuity, must pay in blood for that mistake. This allows for good players to terrify the hunters, while immediately feeling that same fear upon being caught. She must pick her targets carefully, or else bring the dome right to her, or worse, the assault which frankly cares not for her nonsense.
The slippery glutton keeps the hunters far behind them, and bored, with no real motivation to actually interact with the hunters until they are entirely assured victory. They suck down meat after meat, pressing the decoy the moment a hunter is even slightly close to seeing them, letting it’s no-risk damage and knockback force the hunters to slow down, and likely lose sight of it as it moves onto it’s next meal. The hunters need not remain alert, or even attack the monster, as it will come to them at stage three anyways, and they feel powerless to get any significant damage in until it wants to fight.
My suggested changes:
Mobility: This is actually mostly fine. She needs to be a mobile monster in order to be the assassin she is supposed to be, but, I think a small range nerf might not be entirely unwarranted. Only 5 or so meters per dash at max though, adding time between each dash would make her feel too slow. 5 meters per each dash would remove her ability to overcome a range advantage on the dome though (currently some people have demonstrated that Wraith can be behind the trapper throwing the dome, and escape the dome to the front). This would need to be the gentlest of changes though, 5 meters may in fact be too much, as she really needs this mobility.
Warp Blast: I think that this ability should be encouraged to be used for disruption of a team to easier single out a juicy target. A small knockback increase could do this, but I’m not sure what the number for it would be.
Abduction: I really want to love the Wraith because of the possibilities of this ability. Pick out my individual target of choice, and drag them away from the team? Yes please. Be absolutely terrified as medic or trapper that I could be singled out if I’m not careful? Sounds like an assassin to me. However, I notice some Wraith’s just dont even skill it because it doesn’t reward the catch enough, or conflicts slightly with the ‘all man all ham’ mentality. A slight hitbox buff wouldn’t be amiss, only to the point where the closing animation of the claws actually catches someone. I’ve had Wraith’s stop awkwardly in front of me, see their claws clip through me, and then move away without anything in tow. That sounds more embarrassing than rewarding, just like the claw machines you can sink quarters into for hours and not get anything for it.
Decoy: Oh boy, this ability. I really wish that this ability just didn’t give so much flat power. It’s escape, it’s free damage, it’s free knockback, it’s too much. If it kept the knockback but lost the damage I think it’d be fine. Or if it could be killed (250-500 damage maybe?), revealing the real Wraith when it died. Losing a bit of mobility wouldn’t be such a bad tradeoff for it either, popping the decoy requiring the Wraith to only stealth move would make sense. A bit better feedback for a hunter shooting the cloaked wraith could be cool too, maybe higher interval on the flashes in visibility for the Wraith you’re shooting? I like the supernova decoy tactic, that’s cool, and I don’t want to see the Wraith lose the ability to create a big flashy fighter like that that is still a bit of a threat. Maybe it only has damage when supernova is used in conjunction with it?
Alternatively, a sort of ‘passive’ behavior on the AI for the Wraith. You see it decoy, and you know that the decoy is walking towards you. How about as a reward for good trigger discipline, the decoy doesn’t attack until you shoot it, and only attacks players who shoot it? However, do not remove the flashing on the decoy like such, that way a ballsy Wraith player can duck out of sight, turn around, and start walking into the hunters. If they play it off well enough, they could completely fool the hunters into thinking that was the decoy, and perform probably one of the best sleight of hands ever.
Supernova: The change I’d like to see here would increase Wraiths assassin power, but decrease it’s ‘smack your whole team at once’ power. Currently, the radius of the attacks in the supernova are huge. Even standing behind it will let it hit you. Despite hitting anyone relatively even close to it though, it hurts so much that it can tear through two shields on assault and then rip his health to shreds after. Not only that, but it can do it to anyone close to him all at once. However, what would be a healthy change is to reward players for isolating targets in the supernova. How about a isolation damage bonus for when the Wraith is only hitting a single target, with the damage being reduced and spread out for every hunter each swing hits. This could allow a team to coordinate to all take damage in order to save one hunter, while still not completely invalidating the supernova, because everyone’s lower on their health now, not just one person.
The hunters are strongest as a single team, reward the Wraith for isolating a target away from the safety of the pack.
Debate, discuss, approve, disapprove, and more below. Just follow those rules, this is to be constructive, something TRS can actually use, not just complaints and name-calling or bashing.