Hello! First I’d like to thank you for checking this topic out and I hope you will actively engage in the discussion. Secondly, I apologize for the wall of text that is about to nonchalantly hit you in the facial features.
since there’s no real discussion or feedback going on (about five people cared) I changed the title to clickbait. have fun.
Introduction, how the wraith was supposedly designed:
According to the developers: “Wraith is the stealthy assassin. She’s a space alien ninja Monster who warps around the battlefield, ripping into her enemies with her blade-claws. She can hit – then run – before you even see her coming. You don’t want to wade into open combat as Wraith. A good Wraith player darts in-and-out from the shadows, disorienting foes with ability combos, and picking apart the team, separating the Hunters from each other.”
As of now, Wraith does not live up to its intended purpose. Sure, it is possible to apply hit and run tactics more effectively with her, than the other monsters. But there is no benefit to do so. Let me explain; The purpose of hit and run tactics in Evolve is executed by incapacitating one or maximum two hunters, then retreat and leave them with a reduced health pool.
If you do that repeatedly and successfully, when you decide to finally engage, the hunters are severely handicapped from the beginning of the fight. So that’s how Wraith should be, engaging early and repeatedly throughout the game. She should dash in, kill a hunter and dash out before her health is damaged too badly.
How often have you actually seen a wraith do that?
Personally, I’ve experienced it once… and it was freaking awesome! This specific Wraith player ambushed us multiple times at stage one. He attacked, retreated to regain his armor, (which is super fast due to the low armor wraith has anyway), and attacked again.
This Wraith felt so unique and just… right, that I decided right then, that I had to speak my mind about it. The perpetual sense of danger was EXACTLY what I wanted from this game and especially from Wraith.
“Well, everything’s alright then isn’t it?” You might say. Well, not exactly. Because this player, who played Wraith exactly how she should be played, got almost killed. In all honesty, he was probably the easiest Wraith I’ve ever played against.
Most Wraiths employ the common tactic to avoid any contact with the hunters until they’re at least stage 2 and a lot of players even go further and will only engage at 3. They do that, because it’s safer and more successful than playing wraith the “right” way. Once a wraith is stage two, it’s strong enough to take the four hunters on its own, even though it shouldn’t. Her high mobility, damage, and confusion she spreads allow her to single out targets, or rapidly switch between them if there’s too hard a nut to crack.
I know I only talk from personal experience, and that the metagame isn’t nearly figured out. None the less, I feel like the developers really meant for wraith to be this unique hit and run assassin, which shouldn’t engage in full on fights… and yet she can and is even more effective at it than playing the sneaky hit and run assassin… I always wondered, why this sneaky assassin has so many and such strong aoe abilities.
Now to the juice of the topic. I am extremely invested in this game for some reason… I WANT this game to be everything it can be. Therefore I’ll try to come up with solutions to make the Wraith the ultimate Assassin, as she was designed to be.
General changes and the ideas behind:
To make it possible for Wraith to excel even in the early game, some power shifts are needed. Wraith needs to be strong enough, to engage the hunters with only three of her abilities, while something needs to happen to actually encourage her to engage at low levels instead of just leveling up.
In my view, Wraith should never be able to fight four full-health-hunters in an open field, even at stage three, this should be an unwise decision.
To make this work, shift some of the power to the first point in each ability, the basic damage and range, so to speak. Simultaneously the abilities will gain less power with each additional point gained. (Surmounting to about the same power level at three, as it is now, with maybe a little less aoe, but more utility) This effectively shifts power to early stages of the game, encouraging repeated encounters with the hunters.
Armor and Health
Fine as they are
Abduction needs more range at level one. As of now, you can only grab a target, that’s about two jetpack-boosts away. Also, a prepared hunter will just jump right back to his teammates with some boosts, while you are left standing. I’ve seen it mostly used as a midfight disturbance, that throws hunters out of their flow, instead of grabbing one hunter and munching him, while the others try to catch up.
I love supernova, it’s a fun ability with combo-potential (decoy) and awesome effects. My grudge with it is as follows:
The dome it creates is supposed to limit its range but as Wraith I’ve never
actually had to leave the dome very prematurely, even when pursuing my target.
It deals very high damage over time, in a relatively big aoe.
The intended counterplay to this mechanic does not work because of
wraiths other abilities.
What you should do, when you’re attacked by supernova is to jetpack boost out of it, if you’re lucky enough and the area is really open, then you manage to get out and have just sealed your doom, because incoming is a warpblast/decoy/dash to your face.
I know, there’s a lot more to it, than I make it seem. None the less, I would suggest lowering the width of the dome, but giving it a slowing field effect. With these changes, Supernova does not only make more sense thematically but also has it’s special use. Now you would effectively exhaust a players jetpack, then dash and supernova for the quick kill.
Not a whole lot to discuss here, I’m mainly fine with it. The counterplay here as well is to not stick together and keep your distance, which should work fine.
So what’s this all in numbers?
Trying to quantify these theoretical thoughts is almost fruitless, since I have no way of actually testing them. And that’s where the definitive numbers would come from. I will try either way to give an approximate idea.
shift 30% of the abilities gained powers from leveling up to the base level
lower range gain or alternatively keep range at stage 1 and increase slow by percentage.
approximately 20% lower range. field slows players by ~30%
Range at lvl 1 increased by 50% and damage decreased, range gained by leveling up decreased but damage increased.
Please remember, that I don’t consider myself an authority in these issues, neither do I think of myself as being the one who solely figured out that there is something wrong and we have to change anything. I am simply expressing my experience with Wraith and even if you think my suggestions are pure, unrefined bullshit, my statements at the beginning still describe my experience with the wraith as of now.
I want this game to be awesome and I want each Monster to feel as unique and special as the developers intended them to be.
That’s why there are forums, for people to express their opinions and have civil discussions. hopefully.
So what are your thoughts? Are you fine with the current Wraith? should it even be pushed that hard to come to the developers description of the Wraith? Wraith might as well be perfect as she is, but personally, I expected something different.