What is the idea behind allowing only 3 different classes In-Game?


(k0k0nat) #1

Dont get it.

Totally destroys moments where you think " **** yes! Totally gonna blow this guy away with my Nadelauncher/Turret/Mine/ and get my revenge "

Now its like:

“uhmm… yeah… I need a medic and FOPS for sure… maybe an engi because the other two classes dont seem to have any benefits for this objective”

I mean this is SO static. Why would I pick Sniper class now?

It was more fun with 5 different classes, even if u pick a “useless” class for the situation in-game it felt better.

I think the idea about this is/was “let the players decide wisely what they are going to pick for the match”, but it feels totally lame.


(Violator) #2

I’m not sure either, it really limits the gameplay possibilities too much. I’m sure its a monetisation issue but I think its a step too far - purchase/unlock characters yes but number of slots? Luckily I can only play two characters (Stoker & Phantom).


(Rex) #3

[QUOTE=k0k0nat;474229]
I think the idea about this is/was “let the players decide wisely what they are going to pick for the match”, but it feels totally lame.[/QUOTE]

That would be such a lame MOBA reason… yeah I’m also excited to hear their reasoning on this matter.


(acutepuppy) #4

It’s at least a way to test character versatility and popularity. As the characters get more depth, maybe 3 choices won’t be so limiting.


(.N.E.R.D.) #5

Why would they check popularity ? Doesn’t echo know it already ? :wink:


(Rex) #6

We already have 3 choices.


(DB Genome editor) #7

[QUOTE=k0k0nat;474229]Now its like:

“uhmm… yeah… I need a medic and FOPS for sure… maybe an engi because the other two classes dont seem to have any benefits for this objective”

I mean this is SO static. Why would I pick Sniper class now?

It was more fun with 5 different classes, even if u pick a “useless” class for the situation in-game it felt better.[/QUOTE]
I feel the same exactly, been running pretty much only variants of medic / fops / engie lineup since the patch came out :frowning:

Prior to that, my lineups always included at least one very situational (for me) merc: a sniper (and nearly all the time a second one: Nadder or any of the shotgun mercs). See I suck as a sniper, but I’ll never get any good at it unless I play with it once in a while when the situation is right and my team could really use one. But now that option is gone because I can’t afford to waste one of my 3 slots on a merc I might play 5% of the time…

I’ll make a parallel with TF2 again. When I started I played only about half the classes, wouldn’t touch Scout, Demo, Sniper and Spy as I was not comfortable with their mechanics. But because I still had access to all of them in game (and because I’m one of those idiots who puts the success of the team first), I would once in a while pick one of these when they were really needed and do my best with it. The result is that I can now play decently with any of them. I’ll be happy to let someone better take on the role, but if no one steps to the plate and the situation calls for it, I’ll do it and be able to contribute and have fun doing it.

Without the possibility to bring in your lineup a merc you are weaker with so you can train up on it if the situation is right, I’m afraid people will stick to the same mercs over and over. That make the game more repetitive and eventually boring. It’s also bad from a revenue point of view as there’s just so much you can spend on skins, custom guns and what-not for the 2-3 mercs you play all the time compared to the 10-15 you could be playing fairly regularly.

I don’t think you even have to have access to all your unlocked mercs for this to work, just enough slots so you can field a core of mercs you are comfortable with and then fill the rest with a couple to be used if the need arise or for the lolz (5-6 slots should do).


(FireWater) #8

They should offer one slot for every class type with an order of preference set by the player.

That way for any match making you can see who prefers what, and if a change needs to be made e team isn’t restricted


(ejr) #9

Could not agree more with Djiesse’s post.


(Loffy) #10

Dji speeks the truth here.


(stealth6) #11

From the mock up in one of the other threads I think the idea is that at the beginning of the match you get an overview of all of the characters and the teams. You then pick your characters with your team so you’ll be able to see or coordinate the picks of your teams. At this point if you realize that 1 of the characters are missing that you think are essential for the map then you’ll still pick it no? But you’ll indeed need to sacrifice 1 slot, but if you think that merc is essential is it really a waste?

I’m basically imagining that XT will be like Dota, except 3 picks instead of 1. In Dota you also need to watch what your team picks.


(Glottis-3D) #12

yep. not a good idea. It decreases player’s tactics and limits his game to things, he got used to.


(n4ts) #13

As a pub player I agree with most of you, it limits the gameplay.
But for competitive play, I think it rocks. Teams have to be very careful who they pick. They really have to create some tactics on who picks what and why etc…
So what I’d like to suggest is to change the idea a bit:

  • Keep the 5 mercs for public play
  • Have the 3 mercs for clan related wars and competitive play.

Imo that’s awesome


(Glottis-3D) #14

-7 mercs for pub.
-5 mercs for comp.

and it’s a deal! :slight_smile:


(Volcano) #15

no limits for pub, it lets comp players test them out, from there play scrims with the limited pool to see how they hold up


(DB Genome editor) #16

I should have made it clear in my post that I see this as an issue mainly for pub play. For comp, like stealth6 and n4ts pointed out it could add another layer of tactics and planning, and it’s not the place to try out new mercs anyways. So I’m for a fully open or wide selection (>= 5) for pubs, narrower selection (<= 5) for comp.


(Hundopercent) #17

I would like to say we will be able to purchase more slots after release. I could be wrong, but that’s my assumption.

I think for 5v5 comp play picking 3 mercs is going to be very tactical and interesting. For pub play 3 may not be enough. This is just going to take time and testing to get the magic numbers.


(DB Genome editor) #18

If you can do it with game coins and it’s question of choosing between unlocking a new merc or unlocking an extra slot, maybe. But if it’s a real money thing, that would be a step in the wrong direction, one that is starting to smell like pay2win because more flexibility is definitely a tactical advantage.


(dirtybomber) #19

imo its been implemented for more simplified role distribution within a team. each player has its own hero/class pool (some may prefer having 3 different healers rather than 3 different classes). i like the resemblance with dota here. everyone in a team should have its own role.


(ejr) #20

As someone who enjoys playing and watching Dota 2 I love the idea of a pick/ban phase in competitive play. I think it could work for XT quite well.