Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It is quite frustrating sometimes when as a tank, the team doesn't seem to want to kill the things killing you, or they decide to go for a wide flank... or worse, they keep running into battle one at a time, just getting wiped over and over because they don't want to regroup.
On the flip side, it feels very rewarding for your team to wipe and the enemy is at 95% on the point, you come charging in and hold it long enough solo for a healer to just make it in time, then the DPS comes and stomps the enemy to secure the win. Those are the kinds of moments I want more of as a tank. To feel like my ability to absorb damage is impactful.
As far as characters go, I think Venom should have some sort of indicator when an enemy is within reach of his tendrils and his ULT could be a touch more reliable.
Doctor Strange really needs a buff to his shield as his self sustain feels really lacklustre compared to Venom especially. It would also be nice if his cloak had some forward momentum and/or a movement speed buff so his Maelstrom of Madness could be more reliable.
As a support, my frustrations are mostly from a complete lack of protection at times. They'll let the enemy infiltrate the back line and take out the support, then complain about a lack of healing. The support can't do their job effectively if the whole team ignores the safety of the support. The role feels fulfilling (or not) based on teammates rather than game balance I think. Healing can be overwhelmingly powerful, in some cases the enemy feels like they're immortal, but that comes down to teamplay. People need to try focus a single target or eliminate the healers instead of trying to have their own 1v1s. Prioritise targets.
At a character level I think the balance is decent, though a few tweaks are needed. I think Adam Warlock needs a slight buff on his healing, Luna's ULT needs some tweaking and Jeffy's ULT needs a smaller radius and a reduced time to hold the enemies (or have the time remain the same when stationary but movement reduces the hold time faster) because grabbing 5 people and jumping off the edge of the map just feels cheap.
I don't have much to say about DPS since I don't play it much but from the perspective of the other classes, the DPS that do damage in a wide area around themselves should have that radius reduced a little. Iron Fist, Magik, Psylocke and Spider-Man, and also possibly Scarlet Witch and Star-Lord. I think the amount of damage they do is fine, but since they don't have to aim, it is just large AoE... the radius should be reduced to keep their power more in line with other DPS heroes.
Iron Man at least has to aim his ULT and Moon Knight's has a reasonable area, but nothing is guaranteed to hit.
I was in a game where I went 2-14 as Hawkeye, (Which is ♥♥♥♥♥♥♥ abysmal, I NEVER finish a game with a negative KD, generally speaking) and the support was trash talking me for it. I said I rarely got healed and was getting ganked at spawn with absolutely no help, which is what was happening. The support went on to point out that they had 10k+ healing so that was a lie, but my friend ended up crunching the numbers based on damage taken/deaths/total character HP and concluded that our Winter Soldier, who was top of the board in kills received 6.5k healing during the match while I received only 1.5k total between both healers and the medkits I picked up during the match.
So what was happening is that our healers were pocketing the Winter Soldier, basically ignoring me and my friends who were playing, then claiming WE threw the match.
This is why pure healing numbers don't tell a complete story.
No blaming or so but its like in OW, people refuse to swap or adapt to match situations.
As example my biggest loose yesterday.
It went 4-5 and enemys won.
They constantly flanked with hela und strange, broke our backline and then killed the rest.
We had a moonknight that did a good job in helping backline and tried to swap to namor on defense to sturdy our backline as much as he could but our 2. Dps stayed on mr fantastic and always was even deeper into the other frontline then our tanks did (yeah sure thus heros needs to get close but its no big thing to react to flanks instead of going for the enemy tank when ypur supps die)
Every time they flanked the backline he was deep in the enemy frontline dying cause we as supp needed every bit of attention to not die to strange/hela.
Even after round 3 (were we barely managed to get push a decent amount) he refused to adapt on the situation and instead blamed the me and the other supps for not picking defensiv ults (i switched to luna after 2. Round away from c&D and the other supp switched to rocket as he/she wasnt happy with invis woman and we needed way more heal and he/she feels more comfortable on rocket) and letting him die.
He didnt even acknowledge the fact, he mostly stood right infront of their spawn and overextended more then once instead of playing the objective.
I dont care about OTP, that do their job but the amount of people that dont even try to adapt and atleast react to the way enemies play (when they hard flank all the time, just staying way more behind isnt a big thing) is hilarious.
Everyone is constantly being told, what a good Player they are, regardless of whether they can tell a Donkey from a Bicycle.
Bad Players stop playing a Game, they are bad at and the paying Customer disappears, so you are constantly being told "what a Pro player you are".
You don't have to improve to move up the manipulated Rankings (what a Joke), the Time you play determines your Progression.
For MP Games, where you could only Progress by constantly improving your own Skill, you are a few Decades too late (before Video games became fully commercial).
Now EOMM is in Charge - for maximum commercial Gain (Balance doesn't make Money) + it works perfectly !!
Okay, first off, based for spawn camping a Hawkeye. Second, healing received stats could be good for both parties, so I like that idea, though it would be a completely new stat to track so it probably wouldn’t be implemented immediately even if the stars aligned and the devs viewed this post as gospel.
Do you also need alt accounts for each type of gun in COD?
Also, dude, I don't mind reading a wall of text at all. But you need to break it up into paragraphs more. They exist for a reason. A paragraph shouldn't be a full page. Let alone a page + 1/2.
I skimmed what I could but honestly it was too hard to read.
I think a big improvement to the game would be the addition of a "OBJ time" entry on the scoreboard at the end. I want to see if my DPS was ever on point, or if he was flying around the enemy spawn trying to 1v6 the whole team.
I think we agree that too many DPS players think the game is TDM and believe that more kills = job done when it's not necessarily the case.
The account was also made in order to avoid out leveling a friend. She wanted to play comp with me, so I made another account to play by myself and learn new stuff.
This was done in one go at night, I’ll probably reformat it later, you are essentially looking at a rough draft.
An objective time stat would be huge.
Also paragraphs.
Fair enough