[details=Intro - Read if you want]Even since Big Alpha, Evolve has had problems at it’s core that were never addressed. These issues however weren’t really noticed until about a month after the game’s release. The very same issues that were a problem them (besides some of the bugs) are an issue still today. I have no experience working on a game, but a lot of years of experience playing with games to get a general understanding of what people enjoy and not enjoy.
One of the biggest offenders of Evolve is consistency followed by the incredible arms race that is occurring. If you’ve ever played World of Warcraft during the early years (Vanilla > Burning Crusade > Wrath of The Lich King…) you’re probably familiar with how melee classes would get buffs to compensate for not being able to catch ranged targets. Then said ranged classes would get a new mechanic that allowed them to distance themselves from melee attackers.
Unless any of these issues are addressed I’ll probably be leaving the game uninstalled for now. I’m just not interested in subjecting myself to the frustration that comes with playing this game.[/details]
There are currently some very serious issues regarding the ground-based monsters(Goliath/Behemonth) and the air-based monsters((E)Kraken/Wraith/Gorgon) in that there are huge consistencies with how mechanics work with them. I understand that different monsters require different playstyles but this is far beyond that.
Ground-based monsters (Goliath/Behemoth) are subjected to to everything. They are always in the faces of the Hunters and thus are subjected to everything. This means deployables, damage, and the environment are always active against these monsters.
Air-based monsters are not subjected to everything, and in fact they can do a lot of damage out of range of the main damage-dealing class (Assault). Deployables are sometimes out of range and useless, and the environment is more of an advantage to them and more of a hindrance to the Hunters.
Ground-based monsters tend to be more beefy to compensate for being subjected to everything, but at the same time they are also the weakest hitting monsters as well as the easiet damage to avoid. Air-based monsters are squishier but are also the strongest hitting monsters but the hardest damage to avoid. This creates some serious issues in that the monsters that need to land every ability are also the hardest to land, while the monsters that only need to land 67% of their abilities(2/3rd) can still be a threat.
###Footage of me playing Goliath with timestamp: (2:42 ~ 3:14)
In this footage you can see I’m clearly facing some less skilled players. You can note that in my initial engage I charge the Trapper off a rock and try to combo with a leap smash but was easily avoided. If this was a warp blast, lightning strike, vortex, banshee missle it would have landed with ease. Furthermore if I were any of the air-based monsters, I would have traversed into directly and perform an air attack.
This is another thing I want to touch on is the amount of control the air-based monsters have over their actions. If there is one thing that frustrates me the most in Evolve as a Goliath is roaching((?) the act of hugging a wall going up/down or circling an object). None of the air-based monsters have to deal with this as badly as Goliath(or Behemonth) do. As an air-based monster I can just fly straight at them (even when on top of a cliff, I can precisely land next to them if aimed well) and hit them. Furthermore these monsters can traverse over obstacles allowing them to get to their destination much sooner/easier than the mobile Goliath.
A lot of the abilities used by the (E)Kraken, Wraith, and Gorgon are also not subjected to being blockable (as well as being undodgeable. I say undodgeable because the only way for you to avoid any of these abilities is for the monster to miss) like the key abilities of the Goliath and Behemoth. The Goliath’s rock throw is incredibly important and is required to land in rotation, yet it is by far one of the most easiest to dodge and block ability. Hell, you can fly up a Goliath’s back and block the rock withotu ever needing to get in front of them.
Essentially as a Goliath/Behemoth I have to put more effort into attacking Hunters than the (E)Kraken, Wraith, and Gorgon and this is what is frustrating. The air-based monsters essentially have it all except health, which is what the ground-based monsters are given in compensation for having to deal with everything in a fight.
Even crowd control isn’t as punishing on the air-based monsters. Some crowd control abilities simply don’t work properly at all and some don’t even work as intended. As a Goliath/Behemoth against Jack you can be pretty damn sure if he uses his repulsor beam on you you aren’t moving more than an inch per traversal/ability. Against anything else though, there is sometimes some movement and in some cases the beam doesn’t work at all. This applies to all forms of CC where they are either too strong or useless.
I’d love to type more but unfortunately I know everything I say will probably just fall on deaf ears and won’t be taken into consideration. I’m also getting really tired and have to work tomorrow. The main points I’m trying to get at is thisb[/b]:
Ground-based monsters (Goliath/Behemoth) are subjected with everything in a fight, and their abilities are harder to land if not blockable. Air-based monsters ((E)Kraken/Wraith/Gorgon) are subjected to far less, and their abilities are not blockable and undodgeable. Crowd control is ridiculously strong at the moment to compensate for it’s requirement around monsters needing to miss abilities for the Hunters to have a chance, and that very same crowd control keeps getting buffed to deal with air-based monsters and ground-based monsters are getting shafted. Throw in the Hunter’s mobility to mitigate ground-based monster damage and it’s no wonder we don’t see many Goliath/Behemoth.