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Not even the same teams that work on both. NOTHING would change. Stop asking.
That's not a nice way to talk to someone, they're allowed to give their feedback without copping an attitude.
You haven't seen the imbalances caused by the introduction of new champs? We're already seeing problems with shield stacking and flank stacking. I used to play years ago and now you'll see people just can't deal with being surrounded with flanks and hyper-mobility.
The game used to be a lot more fun, but it's riddled with AFKers who just can't keep up. Call it a skill issue, but it's really not as simple as that. I still play my best even when team mates are stuck inside our base, but I can understand why people are quitting games now, it has become a mess.
We need balance changes to the lagging champs and reworks on current champs before more are released, that's my opinion anyway.
This all comes down to poor maps, badly designed (and uninspired) champ design (Omen, for example, who is just DPS Jenos... Yeah, great. We've seen the game go from difficult/tactical, to unbalance spam fests. If anyone actually played years ago then came back they'd have seen the excessive amount of spam and "floor is lava" style mechanics.
If you play on a map like Ice mines you can have a corner of the map completely blocked by spam which cannot be crossed, and that spam continues to drop relentlessly and only gets worse as the game progresses. People want to have battles, not be carpet bombed and area denied.
Not only that, but the addition of all the hyper-mobile flanks is ridiculous if they decide to stack them against a less mobile team composition. And it's not like many of these champs for a health buff to assist with fending off the relentlessness of it all. I play as Grohk a lot, and although he still can do well, there are certain compositions which just pummel everything he has into the ground.
Completely stomping another team or getting completely stomped is becoming the norm and it's causing players to quit out of frustration. Take a look at the excessive amount of AFKers in games now, they just leave because they're not interested in being artillery shelled from across the map.
Now we have the ridiculous Jenos ult being glitched to be through floors to be completely invisible, yet they kill you when you're way out of range or jump them. Blame it on hit-boxes or lag if you want, but there are just so many issues plaguing this game that it's becoming a chore for the most part.
Win or lose, most of these games are not close matches and are not enjoyable to play.
There are massive issues with this game, the last thing we need is more champs.
One reason given above is different people work on different areas. You cannot ask artists for example to fix programming bugs.
Second is a theory not 100% proven so far that online game companies keep their games in a partial imbalance state creating a constant cycle of change believing this keeps players from getting bored with what some would call stale gameplay in a truly balanced game.
Players encourage this especially in popular games by playing the games they complain about despite the imbalances.
they even toned down the skin release
Can you please explain the last paragraph a little better? I'm just trying to respond accurately.
Are you saying that people complain about imbalance? And that players encourage balance, despite playing those games anyway?
Paladins is a great example of the balance becoming extremely tilted in the favour of certain champs for certain situations.
In my opinion, many examples of balance problems actually pertain to multiple issues which compound into the problem.
Snipers, for example, can cause extremely anti-fun scenarios where there aren't enough options for the team that is versing them. Often they will force people to hide behind cover and remain behind cover even during fights where they are needed to remain more mobile. The moment you pop out on even slightly low health is the moment you can be instantly dead. This isn't fun for the opposition, and taking them down is a necessity, but it also remains a chore, even when you are successful. It's more of a minimisation of a stressful element, rather than enjoyable combat against a formidable opponent.
I can say with almost certainty that snipers gain a luxury within quick-play games on maps where they have extreme range available and too many options to escape and hide. Snipers should not have such open freedom which is open to exploitation.
Then we have champs such as Bomb King who, if played well, can completely deny access to enclosed areas and become such an oppressive force that (almost) no one can get through unharmed.
Then we have controversial champs such as Willow who have access to the skies so they can never be balanced well enough. Many of the maps have such excessive freedom, but when she doesn't have that freedom she can become underwhelming. I mean, it's elementary that this would occur, but how do you balance a champ that some people hate with a vengeance, but others say she's weak as piss? It's not that Willow is weak/strong, it's that she is poorly design and is revolved mostly around circumstance.
People might say to pick other champs for certain maps, but if the maps were well designed in the first place then all champs should be viable picks for every map. The difference would be about which area of the map they are strong and weak in. Some maps could put an emphasis (and I mean emphasis, not requirement) on close combat at the objective, but during the push phase have a bit more range to snipe or bomb from the sky, or vica-versa.
The problem with Paladins' maps is that they are almost all designed by bad architects, and not by gamers. These designers are so out of touch with how most of us experience the game so they have no idea what to do to make the maps fun. Do they even play the same game that we do? I don't think so. They're living in a different realm. Most of the maps in Paladins are just bad. And the worst of them are in the Deathmatch and Onslaught rotations. But there sure are some awful ones in Siege, that is for damn sure.
Frog Isle is a decent examples of a fun map which usually doesn't lead to "exploitation" of excessive areas of strength for any specific champ. While there is freedom for the flying champs to get view of the objective, it's also balanced enough to usually provide locations to defend against them. Snipers have a few places they can snipe from which are also flank-able. Team mates can come to assist if need be because the map isn't too large and everyone has a chance to enjoy the combat.
Jaguar falls as enough locations near the objective to fight without usually putting one's self in extreme danger to being sniped. Flying champs have enough tactical locations to remain viable, and other champs can still remain near the point with relatively moderate safety from specific champs and exposing themselves to danger when fighting in others. This makes players revolve their gameplay choices around tactics and position, rather than just standing somewhere and clicking for damage.
Then we have Ice Mines as an example of utter garbage where Betty and Dredge can just bomb the crap out of a corner or through small doorways to oppressively deny access to movement. From the moment you arrive at the corner entrance the place just gets bombarded. So you can mix it up by taking the stairs up to those wooden windows you look out, but they have a wall directly behind you that bounces grenades back onto you and it creates a spamcentric vibe that is almost impossible to escape. Just get out of the spam and drop into other bad situations. Or you can take the underneath hallway into a spammable corridor which can also be bombed. And don't try and escape a flank, they can just spam you too. Where are the stairs or ledges to defend yourself? They don't exist. You can't even hide a little around corners because Zhin's projectiles are the size of a bus, and so is your ass that pokes out a metre wider than what you see on screen. Everyone has Betty La Bomba's ass, and we don't even have a divot to slot it in for cover.
Then we look at Fish Market, and whoever designed that map doesn't play the same game we are playing. Almost everyone I know thinks it is a trash map. It isn't fun, it has poor vertical combat, and it divides the team up because half the map is unsafe and not fun.
I won't get into the details of all the map design flaws, but I'll just say that the developers of these maps seem to be doing poor architectural experiments in a game that is revolved around combat. It doesn't seem like they know anything about arena/brawler shooter fundamentals and have just mish-mashed whichever idea came to their head into a map and plonked it on us.
Oh, and Dawnforge? What the hell kind of base are we defending? The final push areas are so horribly designed that you can be literally surrounded by flanks who can out-range and out maneuver other champs to the point of it being unplayable. This isn't just a complaint from the losing side either, it's an observation from both winning and losing. I don't enjoy it when getting stomped in a place where I have no defence, and I certainly don't enjoy taking advantage of unfair elements myself. There are no well thought design elements to the construction of the final push at all. And what the heck are those jump pads about??? Come on! The whole map is a higgledy-piggledy mess of garbage ideas that is just mashed together. Was it even tested? Horrible map that is compartmentalised into boring areas and back walkways, it's just utter trash. The whole map looks exactly the same too, it's just bad.
If the maps were all designed with similar components integrated into them, but in different layouts to create distinction between one another, then I'm sure they could stop a lot of the broken mechanics. It would even be a great way to balance the ridiculously under-powered/over-powered nonsense of Moji, who in close combat is ridiculous high damage, but in open areas is just bullet bait. Snipers would have to pick where they stand and then their fun abilities would not need to be chopped, changed and nerfed and then buffed. And perhaps some more places that block flying champs so they actually have to decide where and when to fly, as opposed to just peeking over rooftops and dumping barrages of explosions all over people?
If the developers could ever work out a consistent methodology for map design to allow all champs to have a fun then we could expect less complaints about balance. But as it stands some champs are just too hard to balance if each circumstance they're thrown in differs to the extreme.
How can we ever expect a game with mostly garbage maps to ever have any semblance of balance? You just can't do that if there are no design principles laid as a foundation. The imbalances are definitely part of what makes the game fun, that's for sure, but not when it's to the extreme that we are currently experiencing.
If people are going to stack a team of flanks, you should expect that they would suffer through battles of attrition, but most often they do not. And that is another situation where poor map design just reigns supreme on the giant bird plop hitting us on the head of fun.
The map designers need to go back to gamer school before unleashing their architectural monstrosities on us.
That's my opinion anyway. lol