List of things I have an opinion about [Devs please read]


(Buttback) #1

Hey guys,
I’ve been active on the Steam forums, but someone on there referred me to the official forums, since devs would be more active on these ones.

I’ve been playing the game for a bit, and tried all six mercs that are available right now, including all the weapons and a lot of the different perks.

Feels like the game has a lot of potential, but in a ‘competetive’ game, balance is very important. I think the balance in DB right now is not in a good place.

Shotguns
I’m aware they were nerfed last patch. They still feel too strong to me though. Feels like the problems with shotguns are because they synergize too well with Aura and Proxy. Those mercs both have the smallest hitboxes, and have the highest mobility. Combine that with a weapon that goes hand in hand extremely well with those things and you’ve got a slight problem. Aura’s healing field (when placed around a corner) is especially good when ‘peeking’ with a shotgun. I’d lower their damage a bit, while giving them a slightly higher fire rate and a slightly bigger ammo capacity. [i]They are - by far - the deadliest weapon in the game right now, thanks to their huge potential DPS. In a game that’s as fast paced as this, people WILL be in your face half the time, causing shotguns to be the natural choice. They deal a shipload of damage per shot, have near auto headshots if fired when running into someone, and probably require the least amount of aim and/or skill to use effectively right now. They still take 2 hits to kill you from medium ranges, meaning they are dominating in close as well as medium ranges right now. They’re also really ammo-efficient, I have probably ran out of ammo once whilst wielding a shotgun. Someone else on the Steam forums also just now brought up that shotguns are the only weapon type (next to snipers at long range, I guess) that you can ‘peek’ effectively with. Unlike other weapons, you don’t need to continuously hit your enemy to deal enough damage. You can pop out of cover, hit them, and pop back in. Peek out again, shoot them again, and you’ve got yourself a kill. They won’t be able to do enough damage to you since you’re only vulnerable for minimal amounts of time, while you ARE able to get your max potential DPS out. [/i]

Proxy
Everyone’s most hated merc right now. I think what the devs tried to create with Proxy was a fast but fragile engineer that dashed across the map trying to get the objectives. What they instead delivered was a monster, that excels in too many things. She’s extremely good at repairing/placing/defusing. Insane damage output. Highest mobility - and thus, also the best avoidability. [i]With a good reason. I’m just going to say this again: “In a game as fast paced as this”, I don’t think there should be one merc that has the most mobility by a long shot. She ‘only’ has 80HP to compensate, but that doesn’t really matter when she can avoid most damage thrown at her simply by running and jumping around. One could argue you could say the same about all mercs, but none is as mobile as Proxy while in combat. Plus the shotgun (the default loadout for her) synergizes too well with her. She’s the only merc that can get in your face in a blink, meaning she can deal extreme amounts of damage while avoiding yours. Her mines are fine in my opinion. I just think her mobility needs to be looked at. [/i]

SMG’s
I think these are the weakest type of weapon in the game right now. I don’t understand why people say Proxy with two SMG’s is the most broken thing right now. SMG’s are somewhat versatile - true - yet they seem lackluster at any range. They burn through ammo, while their overall damage seems low. I think they could use a slight decrease in fire rate while receiving a slight bump in damage per shot.

Paddles
These definitely need a cooldown. I mainly play Sawbonez, so you could say I’m biased -I think that says enough about the paddles. I don’t know why the devs thought it would be a good idea to give players the option to rush in and revive 5 teammates within five seconds. My team won so many big shootouts thanks to these badboys. Maybe make them overheat, like the turrets. For example, if you just rapidly revived 3 times, there’s a 5-second cooldown.I think a good idea would be to give the paddles a 3-second cooldown, getting shorter the longer you charged them. If you fully charged them the cooldown would only be about 0.5 seconds.

RNG
Despite all the hate against RNG-locked loadouts - I hated it at first too - I like it now. It’s a big ‘fuck you’ to those players that want to get the best possible gear within a week. They give you something to get excited about. They keep players coming back, because why quit when you finally merged enough iron cards to get your first silver loadout? When has a shooter ever made you scream of joy just because you finally got your favorite loadout, in gold? The only downside to this system is that if Nexon (which they might, being Nexon) reaches a point where they want to turn the game into a quick cash grab, it could lead to this game’s downfall. RNG locked stuff and greedy publishers never were a good combo.

Throwing knives
These should be a one-hit-kill, I think. They definitely feel extremely weak right now. If an instagib would be too much, maybe deal 70 damage. This way they aren’t gamebreaking and still require you to finish off your target, adding some counterplay to them.

Menu’s
Are stuttery and laggy, but I have no idea why. I’m playing the game on pretty much all the highest settings at a nice, smooth framerate. It’s the worst in a game lobby when you’re swapping out mercs and loadouts. Apparently switching the game to ‘borderless window’ fixes it for some people.

Aura VS Sawbonez
Not sure if I’m the only one, but Aura just feels like a way better medic to me. Not sure why, Aura’s kit synergizes way too well with itself. since Sawbonez can heal while on the move.

Match progression
Sometimes, matches are extremely one-sided. Either due to difference in skills, or the amount of players in the teams. The game needs an autobalance. Should be votable.

Servers
Pretty sure this was fixed with the latest mini-patch. The game NEEDS to have better detection for servers. Sometimes when selecting either gamemode, the game gives you an error message saying ‘unexpected error’ or ‘server full’. No different when using the server browser either. If it happens 12 times in a row, you’ll likely get frustrated.

Spawncamping
No clue why there’s no system in place to fight it right now. Once one team gets the upper hand, they can easily spawncamp your entire team.

Arty
I really think his Artillery Spotting ability should have at least something indoors. Arty is almost completely useless except for his ammo packs - which Skyhammer or Fragger has as well - on the map Underground right now. His ability doesn’t work for 90% of the map.

Do you agree? Do you disagree? Please, let me hear your opinions!

Oh, and can you change your name on these forums or are you stuck to these silly lil generated names?

TL;DR: Obama is the best pirate 2017


(Humbug) #2

Shotguns need higher fire rate and lower damage
they never run out of ammo and dying in 1shot is no fun


(Darkcola) #3

nice post!
I see some agreement with some of my comments in the other post. Proxy and smg- well it has no recoil, headshots are easy, and as you said, you can run away before someone body shots you to death as you jump around all over the place (making it of course harder to hit the head).

I wouldnt mind seeing the shotguns stay as they are, but to balance it, headshots should do more damage, period. I would also like to see the sniper have more ‘at rest’ scope instability with aim.


(smartIsland) #4

Agree with majority of these points. I was also wondering today what would happen if sawbones packs were switched with auras stations. Sawbones has no shotgun and could potentially be less powerful at standing around the corner popping in and out blasting buckshot while regening.

A big issue here is rebalancing anything with potential sweeping changes in the future with new mercs is almost gonna be futile. I hear Nader can one shot aura. This will majority change dynamics. Part of me really thinks they are going to have to release all the mercs before trying to perfectly balance the game. It’s as impossible as solving a multivariate equation but continually adding more variables.


(smartIsland) #5

Also would really appreciate a shuffle by XP vote


(bubblesKeyboard) #6

[quote=“smartIsland;9606”]Agree with majority of these points. I was also wondering today what would happen if sawbones packs were switched with auras stations. Sawbones has no shotgun and could potentially be less powerful at standing around the corner popping in and out blasting buckshot while regening.

A big issue here is rebalancing anything with potential sweeping changes in the future with new mercs is almost gonna be futile. I hear Nader can one shot aura. This will majority change dynamics. Part of me really thinks they are going to have to release all the mercs before trying to perfectly balance the game. It’s as impossible as solving a multivariate equation but continually adding more variables.[/quote]

SawBonez is built as a combat medic whereas Aura is a pure medic. Therefore Saw is supposed to be better at combat but not as effective in healing than Aura.

However, that isn’t the case as standing directly on top of Aura’s healing station makes you a demigod but I digress


(Buttback) #7

bump


(Eox) #8

I really don’t think shotguns are an issue. They’re not efficient at longer ranges, where automatic weapons will just wreck you up. You have to be close of the enemy, and getting close of a good player is hard without ambushing.

[quote=“Humbug;9588”]Shotguns need higher fire rate and lower damage
they never run out of ammo and dying in 1shot is no fun[/quote]

Well, fair enough… Not sure about the ammo part though.


(einstyle) #9

I still like the idea someone else issued on here, to have an inner and outer shotgun circle, while the outer shots don’t have a headshot multiplier. Ammo wise they’re in a fine place imho.

Also I’d like to add that I’m totally against a cooldown on the Defibs, it’s what makes the Medics what they are!


(RuleofBooKz) #10

it is a big risk to be a medic running into combat to defib a guy. If you jump out without a weapon in hand because u have defibs out - dodging and weaving and hoping your team can keep the enemy off u just long enuf to give a fallen mate, often more then one forcing priorities, a zap then leap back behind cover or pull a gun and help push.

In the above scenario about 10 decisions were being made so fast as to be a couple of secs at best and each of them will mean the difference between an average medic and an exceptional one.

So yeah nah on a defib cool down. One thing ive noticed as a medic that i always do but more than 50% of teammates dont do - finish off downed enemy. If you got a prob with enemy meds rezzin the guys u just dropped then finish the enemy off for good when they are down.

Dont matter how fast a medic can zap if there is nothing to pick up


(Amerika) #11

Increasing headshot damage will just make it easier for people who actually go for headshots put people down faster. And it can give a huge advantage to defensive teams who are setup to combat incoming offenses. Headshot damage right now is pretty high. For anything but Fragger, if I hear the “ding” noise of a headshot (turn on these sounds btw if you haven’t) when I am playing a Fragger or Field Ops means I will have them dead in the next half second or less.

I should record a video on how aim in this game and headshots truly matter and how devastating they are.

And double SMG proxies are by far the best. The SMG’s rate of fire is ridiculous and they have virtually no recoil. You can easily take down 2-3 people like a Fragger would while flanking. Not to mention, due to proxy’s speed, you will instantly knife anybody before their body even hits the floor so it’s hard to rez against them. I should make a video for this too.

I am not a huge fan of the RNG loadout but I don’t mind it being in the game as it gives something for people to work towards. I would prefer if money was completely removed from that though and incentives to work for them were increased (make them a bit more powerful) so the game doesn’t end up being thought of, in any way, as pay to win BUT does require some work for people to obtain truly good stuff.

Shotguns I think are fine right now. They aren’t super powerful but they definitely aren’t weak when used right. I think a lot of issues people have with them is when they get one shot coming around the corner by one which really doesn’t happen often. Their TTK is perfectly fine and you are rewarded by going for the head and being at a somewhat close range so it balances. I had issues with them before the last patch but not anymore. I think a lot of issues with them are strafing aura’s who use them to spam from cover with while sitting in a heal station. I think that’s an issue with the heal station more than the shotgun.


(solt.) #12

I’m new to DB so could be wrong here, but why would you have your defibs in-hand when you can tap E?


(einstyle) #13

I’m new to DB so could be wrong here, but why would you have your defibs in-hand when you can tap E?

[/quote]

you can charge them to revive your mate with more health (but you can do that with holding E too)
if you take defibs into hand, you won’t have to switch weapons all the time, but yeah, not too big of a difference really


(Buttback) #14

Added some more points to my list


(Amerika) #15

Spawn protection definitely needs to happen. The server error is annoying but I chalk it up to this being a beta. I believe there is a bug with a few servers that are permanently only allows an odd number of players (11/12 for example) and won’t let the 12th person on but the joining system doesn’t know this and keeps trying to make you join that server. I’m sure that will get smoothed out over time.


(Buttback) #16

bumperino


(RuleofBooKz) #17

there is spawn protection. right up until u start firing. U can see the experienced level headed players use this few seconds to their advantage maneuvering into a good position BEFORE they start firing where as new or noob guys spawn, see enemy, and just panic fire instantly losing their spawn protection.

Guess which way works best


(pepperyPalm) #18

Please Don’t add any kind of auto-balance to the game. Picture this. You’re Making friends, doing well, and they switch teams…Don’t do it!!! Can’t stress it enough.

Also one character can be quicker and faster than everyone else as long as she is squishier…which she is. The slower characters are tankier. I think they have the right idea in making unique characters.

Shotguns have 5 bullets. That clip is pretty small. I personally am not 1-shotting many people with the shotgun. Don’t make it any smaller.

Loving the game. Keep making it competitive and tough to master. And of course team based


(RuleofBooKz) #19

games already re-balance after every round of objective

yes but shotgun wielders also get a perk that enables sprint + reload and as they are light character that already move super fast,


(Buttback) #20

The problem is that ‘a round’ of objective takes ages. Or does it? I’m actually kind of confused right now. I still think the game needs an autobalance when there’s 2 more players on either team.

Funny thing: I switched from Sawbonez to Aura today - my K/D and my overall EXP went up drastically. The movespeed and the ease of the shotgun were too much when combined. Not to mention the healing station. This raises another question - is there a difference in the SMG’s, stat-wise? Only tried one of them long enough to get a feel for it, but mine is lacking in damage as far I can tell.

Just for comparison, I was using no loadout card for Aura while using a Silver loadout card for Sawbonez, and I play him 90% of my games.

I am starting to think (if nerfed at all, which I hope they will) they should hit mobility harder than the shotgun. The shotgun is in a very strong position right now, but it only gets ‘OP’ when combined with other strong stuff like insane mobility, or popping in and out of cover when you have a healing station around the corner.