So to get straight to the point I’ve been playing the press build for almost the whole weekend with my team and against all the people I could in the last week. About 55 hours in (~120 across all builds) and I just wanted to gather all my thoughts so far and get some discussion going about the game and it’s potential in the competitive scene and other balance issues I’d like address.
Most of my viewpoints are coming from the hunter side of things (Medic mainly) sadly I don’t have too many games on Monster
Blind Pick vs Draft mode
- This is one topic @GentlemanSquirl and I have talked about a bit (coming from Dota) but this game desperately needs a proper picking phase. One issue I constantly find myself and others having is when the game is played in competitive match there is no way to counteract certain play styles and team comps that the hunters will run. For example the Beam team vs Caira teams vs Lazzy. You need a different skill build (and perk) against each hunter team to even have a chance against them. So the idea we had was to start the picking phase as such: Medic, Support and Assault pick first then followed by the Monster pick then followed by the Trapper. Then each team gets to choose their perks and the monster gets to decide on a skill build after the hunter team is fully revealed. I feel this is 100% needed if the game is even looking towards a competitive future.
- I like the idea behind the wildlife buffs on the map, they’re fun to fight over and present a good mini objective for both the hunters and monster players but I honestly think in their current state they bring too many swings in the game depending on what perk you get at a given time. For example 35% damage reduction/bonus is way too much and is honestly too broken at this point when Hunters and the Monster are on even footing. I think scaling the perks down to a more reasonable level (Or having to the option to set them in the custom game settings much like Halo did) is something that should be looked at. I want them to work right now, but I think the big ones like CDR, damage/reduction, and health regen need to be looked at if we want to use them in competitive matches.
- My favorite class in the game and I feel that for the most part this class is pretty well balanced across the 3 characters in the game right now with just a few issues in the game right now in my eyes. I honestly think that Caira is way too good at healing since with capacity I’ll be able to keep constant grenades going out in a fight and she is also the most durable medic since you’re able to heal yourself in the middle of a fight unlike Val and Lazzy. I love her kit and I think it is just the numbers on her healing (and possibly her 4 ability) that should be looked at, since as it stands right now I just feel like I do way too much with Caira in comparison to the other medics. Val and Lazzy I think are both pretty damn balanced as they stand right now, so I can’t really say I would change on anything on them right now.
I say “The Assault” mainly in reference to how powerful Markov is in his current state and that he is the super Swiss army knife of the class. He honestly has no draw backs aside from a knock back on mines (which @MaddCow found can be used to block rocks damage as well) so I can’t even call that a downside to the mines. The big issue with him is it mines just do way too much damage and bring too much zoning to the team (being able to create a safe zone for medic/support is an amazing ability to have). As it stands he needs to have a weakness in his kit or he will always be picked in every single competitive game just like he was in the DGL tournament.
Now looking at Hyde I think his kit has a lot of potential, and maybe the flamethrower buff from the patch notes will push him in the right direction but he runs way too many risks with his toxic grenades in comparison to Markov’s mines. I don’t really know how to fix this issue either, but I think it should be talked about so I actually have to make a choice between these two every pick phase. And now comes Parnell who I think is in a really awkward spot with his kit. He brings no team wide utility aside from raw damage but I still feel he doesn’t do enough as it stands right now to pick him over Markov or Hyde. I just never feel when I see Parnell get used (even with Cabot/Val) that he has enough in his kit to make him a game changer like Markov. Maybe he needs a tighter spread on his shotgun to help him land more damage on a weak point/headshot but I really can’t think of much from my point of view to fix him.
The wild card of the group and one I think is actually pretty well thought out. I used to think that AoE invisability was worthless but playing with TRS guys like @OldNick and @MrStrategio I’ve been shown how useful and effective a proper use of invisibility can be. With that aside, moving towards the two big players in the class with Cabot and Hank. They’re both great at what they do, full on offense or defense. I think right now they’re both pretty balanced and the only thing I think with the two of them is just keeping an eye on the Damage Amp and Shield Projector numbers to make sure they’re not too strong as the game goes on.
Now on to Bucket who feels like the odd robot out of the class. Maybe the new buffs to him will actually make him feel like he has an impact but I can’t see myself ever picking him over Cabot/Hank in a competitive match with his current kit. UAV not being able to ping really makes it feel mediocre, and the fact that he is stuck in UAV mode in comparison to the near instant cast times on Orbital and Dust just makes him feel weak in comparison to Cabot/Hank. I think he needs big changes to his kit to make him stand out in the support class at a competitive level.
- I really don’t have much to say about this class aside from it being the most balanced across each of the 3 current hunters. Each have a strength and a weakness and I believe all are viable in their current state against each monster and I don’t think there needs to be any changes at all with this class, aside from maybe some dome cast time being shorter and the Trapper not shouting “Dome going up” right in the Monsters ear would be some changes I think are needed. Just from watching and playing it seems once Monsters get some experience under their belts getting/baiting out domes are super easy.
Really that is all I have for right now, so hopefully @MacMan @SlabOMeat get a chance to read through this, I’d love to get feedback from you guys on some of the issues I brought up and hopefully others in the thread will bring up as well.