Gainfullterror
Forum Professional
No intro needed. Just my thoughts on Archer assault + some great possible changes.
Offensive kit.
The offensive kit. It's too powerful, and the worst part is that it's extremely easy to use for those with a low ping. They deal with an immensely smaller delay in shots compared to someone that averages with a ping of about 160.
Offensive should straight up be removed. Well, I wish it could be. That, or it should just be changed to this:
The bow itself will become more like a regular bow, but with a much smaller drawback time. By that I simply mean that it takes less drawing back of the bow to shoot a fully charged arrow (which should deal about as much damage as the quickfire bow normally does per shot). To compensate somewhat, the player gets a small speed boost (150% normal speed)
The player gets slowness 3 while shooting their bow. Using their ultimate will allow them to use the bow while moving freely without needing to draw it back. instead of the arrow spamming ability. The ability stays the same invisibility pot.
Tank kit.
Tank kit is also ridiculously powerful. It's too easy to knock players around, and really doesn't take any proper aiming if you spam barely charged shots. I use this kit if I don't go healer, and I can guarantee you that it's extremely powerful. What do we do to negate this?
I'd like it to be changed like this: Every 5 arrows you shoot will replace one arrow with a spray of arrows like the current bow does 100% of the time. So: It's essentially a normal bow, but it shoots 5 arrows at once for every 5 regular arrows you shoot. That ensures that you can't just spam it without consequences. However, since this would make the tank a little useless compared to demo, the tank should get more armour. I suggest a chain chestplate on top of their leather armour will do just nicely.
Remaining kits.
I honestly have no qualms regarding healer and Demolitionist since they're fairly balanced and both have their ups and downs. There is one thing I'd like to change though: Healers really don't stand much of a chance for getting onto the top killstreaks list. Obviously, this is because the healer isn't much of a damaging kit. The only times I get on there is if I deliberately target weak players, steal kills or knock someone into the void in Monuments. (PS monuments is great, would love some more maps with a void aspect)
A healing bonus would be nice at the end of the game. This could be given if you've healed over, for instance, 100 hearts in an entire game. Once you've done that, you get an extra bit of points and experience because of choosing a kit that only supports your team rather than saving your own skin. This will be given to you regardless of winning the game or not.
Shaolin.
It's a nice map and all, but there's too many things wrong with it.
Here's a short list of all the problems I have with it:
-5 team maps, causes really painful 5v4 scenarios with the demonic damage boost (will be talked about later), Change the map to a 4v4, or make it bigger to be suited for a proper 5v5. The damage boost won't be a problem if it's changed to the system I'll be talking about later in this post.
-The hut in the middle makes it really easy for invisible offensive kits to come out of nowhere and run away. Players keep running around until the rest of their team respawns and makes it to the point, making it really difficult to actually capture the objective. Please remove this weird structure, @TheJeroen !
-The area between your spawn point and the objective is too short. Players can make it back in like 4 seconds, and have plenty of room to do so too. Make the map bigger and add some distance between the spawn and the objective.
-The hanging lanterns make it somewhat difficult for players to jump in using the tank leap, and players like to camp up there. I honestly dislike it, and think it should be removed OR moved higher to be less in the way.
Balancing system revamp: The infamous, painfully demonic damage boost.
Let me tell you: Team balancing features are cool and all, but there's a major issue: If you're in a 4v3 situation, you're going to have a lot of trouble dealing with the team of 3. This is because they get a massive damage boost just for missing one player. I don't know about you, but this is pretty unfair whe you think about it:
Why would the missing of one player decide that the other team needs a damage boost? Heck, most of the time we have to deal with a useless teammate or two that end up being the reason that the opponents have a damage boost. It's like we're doing a 3v3, but we have a useless teammate on our side meaning it's actually a 3v3 where one team has an unfair damage boost.
What do we do to make a good balancing system?
Just give the opposing team a small resistance buff depending on how great the difference in players is in teams.
Tags: @Tacosbefriends @Snodia @Lezappen @TheSadDurpy_ @jollow250
Offensive kit.
The offensive kit. It's too powerful, and the worst part is that it's extremely easy to use for those with a low ping. They deal with an immensely smaller delay in shots compared to someone that averages with a ping of about 160.
Offensive should straight up be removed. Well, I wish it could be. That, or it should just be changed to this:
The bow itself will become more like a regular bow, but with a much smaller drawback time. By that I simply mean that it takes less drawing back of the bow to shoot a fully charged arrow (which should deal about as much damage as the quickfire bow normally does per shot). To compensate somewhat, the player gets a small speed boost (150% normal speed)
The player gets slowness 3 while shooting their bow. Using their ultimate will allow them to use the bow while moving freely without needing to draw it back. instead of the arrow spamming ability. The ability stays the same invisibility pot.
Tank kit.
Tank kit is also ridiculously powerful. It's too easy to knock players around, and really doesn't take any proper aiming if you spam barely charged shots. I use this kit if I don't go healer, and I can guarantee you that it's extremely powerful. What do we do to negate this?
I'd like it to be changed like this: Every 5 arrows you shoot will replace one arrow with a spray of arrows like the current bow does 100% of the time. So: It's essentially a normal bow, but it shoots 5 arrows at once for every 5 regular arrows you shoot. That ensures that you can't just spam it without consequences. However, since this would make the tank a little useless compared to demo, the tank should get more armour. I suggest a chain chestplate on top of their leather armour will do just nicely.
Remaining kits.
I honestly have no qualms regarding healer and Demolitionist since they're fairly balanced and both have their ups and downs. There is one thing I'd like to change though: Healers really don't stand much of a chance for getting onto the top killstreaks list. Obviously, this is because the healer isn't much of a damaging kit. The only times I get on there is if I deliberately target weak players, steal kills or knock someone into the void in Monuments. (PS monuments is great, would love some more maps with a void aspect)
A healing bonus would be nice at the end of the game. This could be given if you've healed over, for instance, 100 hearts in an entire game. Once you've done that, you get an extra bit of points and experience because of choosing a kit that only supports your team rather than saving your own skin. This will be given to you regardless of winning the game or not.
Shaolin.
It's a nice map and all, but there's too many things wrong with it.
Here's a short list of all the problems I have with it:
-5 team maps, causes really painful 5v4 scenarios with the demonic damage boost (will be talked about later), Change the map to a 4v4, or make it bigger to be suited for a proper 5v5. The damage boost won't be a problem if it's changed to the system I'll be talking about later in this post.
-The hut in the middle makes it really easy for invisible offensive kits to come out of nowhere and run away. Players keep running around until the rest of their team respawns and makes it to the point, making it really difficult to actually capture the objective. Please remove this weird structure, @TheJeroen !
-The area between your spawn point and the objective is too short. Players can make it back in like 4 seconds, and have plenty of room to do so too. Make the map bigger and add some distance between the spawn and the objective.
-The hanging lanterns make it somewhat difficult for players to jump in using the tank leap, and players like to camp up there. I honestly dislike it, and think it should be removed OR moved higher to be less in the way.
Balancing system revamp: The infamous, painfully demonic damage boost.
Let me tell you: Team balancing features are cool and all, but there's a major issue: If you're in a 4v3 situation, you're going to have a lot of trouble dealing with the team of 3. This is because they get a massive damage boost just for missing one player. I don't know about you, but this is pretty unfair whe you think about it:
Why would the missing of one player decide that the other team needs a damage boost? Heck, most of the time we have to deal with a useless teammate or two that end up being the reason that the opponents have a damage boost. It's like we're doing a 3v3, but we have a useless teammate on our side meaning it's actually a 3v3 where one team has an unfair damage boost.
What do we do to make a good balancing system?
Just give the opposing team a small resistance buff depending on how great the difference in players is in teams.
Tags: @Tacosbefriends @Snodia @Lezappen @TheSadDurpy_ @jollow250