[QUOTE=Anderson;335140]No thanks!
Its the worst thing about Brink and thats why I got removed immediately[/quote]
Yeah, recall that we removed it before ESL EU rules even existed. It was the first thing to go, in fact.
To be clear, I’m fine if the community decides that it’s **** and doesn’t want it in… but I think the ability should be put through its paces rather than dismissed outright and immediately banned, especially now that its duration doesn’t guarantee success.
Note that I also think the costs of using it should be higher… the adrenalized player should be outright killed if enough damage is done to them so they’re not even revivable. And, of course, the ability should not be stackable on any single target.
Think about it… that’s a serious tactical choice to make: Does a team risk a teammate living for 4 seconds and pretty much instantly dying thereafter? Or do they forgo the ability and try to keep them alive through health buffs and syringe tosses?
What bothers me is that some seem so rigid and unwilling to play Brink for what it is: A new game with new features and new abilities that have to be learned. Has anyone even tried to counter adrenaline? I already know the answer given every comp config that’s out there.
In my view, ESL EU rules go too far in castrating the things that make Brink unique and, more importantly, they don’t fix the problem of double full holds. They help quite a bit, but they don’t solve the problem.
Brink is not ET. Brink should not be ET.
Also this 30 second spawntime is bull****, I mean you guys tested with random people
We tested with both pugs and teams. We’d like to test further with better teams, but guess what? They kinda left til the patch, even with the ESL EU rules floating around.
…This also happened in Wolfenstein, suddenly there was a 40 second spawntime in TGL cup…
No one has ever suggested anything beyond 30 seconds and I can’t imagine anyone wanting anything higher. We played around with a 25 and 30 second window after soliciting feedback from over 30 teams, including yours.
You, in fact, were the only person to dislike the idea, yet we both agreed that dignitas wasn’t a good measure since you guys have yet to lose a map… which makes me wonder how you’re arguing for or against a situation you haven’t yet faced.
Think of it this way: ESL EU neuters the game to the point where O has, at best, a slightly better chance of completing the objectives. Hasn’t stopwatch always been about setting times, or more appropriately, setting the faster time?
In our tests, the better team always won. I can’t say the same for some of the EU streams I’ve seen, as many were still extremely D-biased.
maps were over within 2 minutes because…
Even with these Brink spawn tests, times to beat were over 10 minutes unless it was clear one team was superior to the other. Keep in mind that the tests were also a more severe handicap for the D than a real respawn adjustment would be.
Yet, in nearly every test, the D was able to recover ground at an objective after the O had a good shot at the objective.
Feel good though, because SD probably won’t adjust higher than +5 because they share some of the same concerns you do.
you don’t even adapt ESL EU rules (which work very nicely btw)
Sure we did. I love some of the ESL EU rules. 1 Mine per Engineer, 1 turret per team is great–less spam, more focus on gameplay. My point is that some rules go too far.
At the end of the day, the teams and leagues will decide if adren or even spawn time adjustments are **** or worth having. I just want these things to actually be tested before being dismissed outright. That’s all.