THE FINALS

THE FINALS

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CheersMate Jan 17, 2024 @ 11:25am
3
4
Is heavy officially dead?
Nerfs seem a bit too much all thanks to the whiners ofc.Might as well delete and move on now
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Showing 121-135 of 162 comments
J0ttaD Jan 18, 2024 @ 5:41pm 
Originally posted by pig:
Originally posted by Netsa:
Heavy can 1v1 easily, what are you talking about? He has 350 hp, he doesn't have to run from ♥♥♥♥♥♥♥♥♥.

In sustained fights, sure. But this game is still dictated by burst, without Nuke, Heavy is a glorified shield and only wins if the oponent can't hit headshots.

What the hell are u saying bro
Netsa Jan 18, 2024 @ 6:33pm 
Originally posted by pig:
Originally posted by Netsa:
Heavy can 1v1 easily, what are you talking about? He has 350 hp, he doesn't have to run from ♥♥♥♥♥♥♥♥♥.

In sustained fights, sure. But this game is still dictated by burst, without Nuke, Heavy is a glorified shield and only wins if the oponent can't hit headshots.
Why do you think this game is dictated by burst?
01-$HADOW Jan 18, 2024 @ 7:13pm 
Originally posted by ionkiller:
No. Stop making and encouraging these stupid threads.
LMAOOO
b.y.s. Jan 18, 2024 @ 7:17pm 
yes
Muu Jan 18, 2024 @ 7:56pm 
The issue is, the devs are getting the same kind of feedback from both noobs on casual and the pros on ranked.

Casual players aren't playing each of the classes at a deep enough level (or have enough unlocks) to learn the balance of the classes. The casuals are upset lights die too fast.

Ranked players are realizing how important it is to stick as a team and double down on objective defense. This is something light just isnt designed to do as well as the other classes, hence why no one plays light in ranked. The ranked players are upset lights aren't viable on objective.

Meanwhile the heavy keeps getting further and further nerfed and is quickly becoming all support and little combat, the exact opposite of the light class that people are screeching is underpowered. Devs are coming to the conclusion that heavy is the issue with seriously flawed logic.
Last edited by Muu; Jan 18, 2024 @ 8:01pm
CROW Jan 18, 2024 @ 8:46pm 
WE LOVE C4 WE HATE C4 NERF CAW
CROW Jan 18, 2024 @ 8:50pm 
C4 NERF BAD PLZ FIX GAME CAW
YummyBubbles Jan 18, 2024 @ 9:21pm 
Originally posted by Princess Muu-Muu:
Ranked players are realizing how important it is to stick as a team and double down on objective defense. This is something light just isnt designed to do as well as the other classes, hence why no one plays light in ranked. The ranked players are upset lights aren't viable on objective.

If lights are so bad they aren't viable on the primary game mode, is that not indicative of a problem with balancing?

How are you going to be like "ah yes, people are upset this class is absolutely terrible compared to the others, but also they shouldn't think it's a balance problem"?
J0ttaD Jan 19, 2024 @ 5:50am 
Originally posted by YummyBubbles:
Originally posted by Princess Muu-Muu:
Ranked players are realizing how important it is to stick as a team and double down on objective defense. This is something light just isnt designed to do as well as the other classes, hence why no one plays light in ranked. The ranked players are upset lights aren't viable on objective.

If lights are so bad they aren't viable on the primary game mode, is that not indicative of a problem with balancing?

How are you going to be like "ah yes, people are upset this class is absolutely terrible compared to the others, but also they shouldn't think it's a balance problem"?

Because noobs don't understand how to counter lights and they are always crying about it
ionkiller Jan 19, 2024 @ 6:32am 
Originally posted by YummyBubbles:
If lights are so bad they aren't viable on the primary game mode, is that not indicative of a problem with balancing?

How are you going to be like "ah yes, people are upset this class is absolutely terrible compared to the others, but also they shouldn't think it's a balance problem"?

First off. Ranked is not the primary game mode. I'd assume *casuals* would flock toward the *casual* modes of Quick Cash and Bank It - which makes them the primary mode.

Second off. Realistically, what is gonna be done to light to make them 'viable' in ranked but not 'overpowered'?

They already have some of the best damage in their guns, some of the best mobility. Is the devs just supposed to tack on extra health? To uselessly give them a defib for no reason?

Realistically. The problem with lights is the playerbase themselves. They don't understand or *try* to work around the risk. They go in, get killed and become an inconvenience to their team (in ranked especially).

Personally-
Where Light shines is ambush tactics, surprise, and mobility.

Ambushing/Surprise in that they're the first to get an attack off, meaning the opponent has to scramble together a reaction to return-fire. But if they're already interacting with another opponent or a cashout, they're likely to take more damage.

Mobility in that - they're literally the most mobile class on the individual level. They're able to swoop in, and get out. Meaning they are *functionally* the best to grab bodies out of a combat area and pull away to somewhere to revive. *Functionally* the best at those ambush/surprise tactics.

TLDR
If we're gonna keep saying Light isn't viable. Then make *real* suggestions that would make them viable without making them overpowered.

Because to me, this is an issue of players and their mediocrity. The suggestions I've seen just turn light into Medium-lite, which in itself isn't balanced.
Last edited by ionkiller; Jan 19, 2024 @ 6:34am
Riggs Jan 19, 2024 @ 6:35am 
Anyone else think flame thrower's issue isn't damage output, its range? its extremely short and often hard to tell how far its reaching.
ionkiller Jan 19, 2024 @ 6:36am 
Originally posted by Riggs:
Anyone else think flame thrower's issue isn't damage output, its range? its extremely short and often hard to tell how far its reaching.

The flamethrower is fine. There's no issue.
Riggs Jan 19, 2024 @ 6:36am 
Originally posted by ionkiller:
Originally posted by Riggs:
Anyone else think flame thrower's issue isn't damage output, its range? its extremely short and often hard to tell how far its reaching.

The flamethrower is fine. There's no issue.

Disagree, as a heavy its the one weapon I never use. Extremely circumstantial weapon.
ionkiller Jan 19, 2024 @ 6:40am 
Originally posted by Riggs:
Disagree, as a heavy its the one weapon I never use. Extremely circumstantial weapon.

And I disagree to your disagreement.

I've wiped entire teams with the flamethrower. I've melted up to 2 lights in a row ganging up on me. I've beat Melee players. Shotgun Mediums/Heavies. I've gotten myself into every type of situation.

The flamethrower serves its niche perfectly. It's a close-ranged easy-to-use weapon that provides *something* over a player using the typical LMGs/Shotgun.

Doesn't matter if *you* don't use it. It's just *you* don't find it useful - but that doesn't make your opinions about it a good one.
Netsa Jan 19, 2024 @ 6:47am 
Originally posted by Riggs:
Originally posted by ionkiller:

The flamethrower is fine. There's no issue.

Disagree, as a heavy its the one weapon I never use. Extremely circumstantial weapon.
Flamethrower's range is short, but it's not as unusably short as sledgehammer. Unless you're on a mod like Floating Platforms or Up-Down-Left-Right, most cashouts are indoors, so you can just rush in and torch the place as if everyone in there is vermin. It's not circumstantial, you can see what mods are running before the game starts and change your weapon if you know there's no chance of getting a close-range fight.

Heavy is also uniquely able to close gaps without taking damage since he has Dome and Mesh Shield (or with a little bit of damage by JUGGERNAUT-ing through walls with Charge). On a normal map with indoor cashouts, you're only at a disadvantage during rooftop shootouts, which you have no obligation to take part in outside of an RPG/Nuke/Frag throw.
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Date Posted: Jan 17, 2024 @ 11:25am
Posts: 162