Tyrue
Member
- Joined
- Jun 8, 2020
- Messages
- 27
Well, you guys all know me as someone who likes to voice their opinion on certain aspects of SnD. So I decided to put it into a more formal medium.
Ghost:
There was a decent-sized conversation about ghost in the Athios feedback channel the other day. This will be a list of suggestions I saw and my thoughts on that.
The main reason why I think ghost needs a change is that too many people play it, and it is the most op kit in the right hands.
When half of the lobby is filled with ghost/wraith, the gameplay is long and boring.
Some of the changes that I saw:
Compass:
Change the compass so that it accurately tracks invisible kits. As of right now, your compass could point in the complete opposite direction and say 30 blocks away when a ghost is right behind you. A useless killstreak. I am in full support of this suggestion.
Particles:
Show particles similar to wraith when the sword is revealed/unrevealed. I do not support this suggestion at all because it would completely take away the skill gap in this kit, and severely nerf it in the process.
Sharp 1:
Make the sword sharp 1 instead of sharp 2. According to Woaxa, Athios weapon damage numbers do not match vanilla numbers. I believe Woaxa stated that Sabreur sword (Gold sharp 1) did slightly more than a base iron sword. With that in mind, a sharp 2 gold sword would deal more than a sharp 1 iron (more than a trooper). That seems busted to me. I support this change by about 80%.
Spy Buff:
Buff spy to give it some sort of way to find/track/reveal ghosts. Spy is an extremely underused kit, and this would definitely give it more of a use. I support this change by 80%.
Combat PVP:
Take away ghosts ability to have out-of-combat regen or nerf it. This is my thought, ghosts have an extremely easy way of getting out of a fight, the kits that they target typically do not. If a ghost goes up and attacks a kit, they will either win or lose the engagement. If they win, the opponent is dead, gg wp no re. If the ghost loses, he backs away for 15 seconds, heals to full health, then reengages into the fight. This essentially gives a ghost a second life or multiple lives. With the combat update, a ghost can re-enter a fight much quicker than it could previously. Nerfing its healing by maybe doubling the amount of time it takes to start combat healing would be a way to negate this effect. I am in full support of this change.
I believe there were more suggestions, these were just the main ones that I remembered. Please comment more.
Combat PVP:
I want to start out by saying that I love how there is an out-of-combat regen system. But, I think it should have a slight change.
As of right now, I believe out of combat regen takes place if you do not take damage or deal damage for 10 seconds. What this means is that if you fight someone and you lose the engagement, you can run around the map until you're full health while the enemy trooper chases you. You're technically not out-of-combat at this point because there is someone chasing you trying to kill you.
The change for this that I think would be beneficial would be to stand still or crouch. You wouldn't be able stand still or crouch unless you were out of combat. The timing for this should change to 5 seconds as well. This would also add another skill gap which I think SnD desperately needs because the 1.8ish combat doesn't cut it.
Map Rotation and Kit Rotation:
I definitely like how we are looking to get rid of some maps, there a lot of maps that look like flat rectangles and they don't provide any good gameplay.
I think it would be interesting if we implemented a map rotation and kit rotation where we take out a few maps and a few kits each month to see how the meta changes.
Demo:
Demo feels really weak please give it fire aspect 2 again.
Pyro:
Pyro is broken af. It feels tankier than it should be because it doesn't take damage from explosions of arrows, and the protection on the boots makes it too defensive to sword hits.
Item Kills:
They were a fun part of RWF and made the game less sweaty.
That's all I can think of right now.
Go get those fuse kills
Tyrue
Ghost:
There was a decent-sized conversation about ghost in the Athios feedback channel the other day. This will be a list of suggestions I saw and my thoughts on that.
The main reason why I think ghost needs a change is that too many people play it, and it is the most op kit in the right hands.
When half of the lobby is filled with ghost/wraith, the gameplay is long and boring.
Some of the changes that I saw:
Compass:
Change the compass so that it accurately tracks invisible kits. As of right now, your compass could point in the complete opposite direction and say 30 blocks away when a ghost is right behind you. A useless killstreak. I am in full support of this suggestion.
Particles:
Show particles similar to wraith when the sword is revealed/unrevealed. I do not support this suggestion at all because it would completely take away the skill gap in this kit, and severely nerf it in the process.
Sharp 1:
Make the sword sharp 1 instead of sharp 2. According to Woaxa, Athios weapon damage numbers do not match vanilla numbers. I believe Woaxa stated that Sabreur sword (Gold sharp 1) did slightly more than a base iron sword. With that in mind, a sharp 2 gold sword would deal more than a sharp 1 iron (more than a trooper). That seems busted to me. I support this change by about 80%.
Spy Buff:
Buff spy to give it some sort of way to find/track/reveal ghosts. Spy is an extremely underused kit, and this would definitely give it more of a use. I support this change by 80%.
Combat PVP:
Take away ghosts ability to have out-of-combat regen or nerf it. This is my thought, ghosts have an extremely easy way of getting out of a fight, the kits that they target typically do not. If a ghost goes up and attacks a kit, they will either win or lose the engagement. If they win, the opponent is dead, gg wp no re. If the ghost loses, he backs away for 15 seconds, heals to full health, then reengages into the fight. This essentially gives a ghost a second life or multiple lives. With the combat update, a ghost can re-enter a fight much quicker than it could previously. Nerfing its healing by maybe doubling the amount of time it takes to start combat healing would be a way to negate this effect. I am in full support of this change.
I believe there were more suggestions, these were just the main ones that I remembered. Please comment more.
Combat PVP:
I want to start out by saying that I love how there is an out-of-combat regen system. But, I think it should have a slight change.
As of right now, I believe out of combat regen takes place if you do not take damage or deal damage for 10 seconds. What this means is that if you fight someone and you lose the engagement, you can run around the map until you're full health while the enemy trooper chases you. You're technically not out-of-combat at this point because there is someone chasing you trying to kill you.
The change for this that I think would be beneficial would be to stand still or crouch. You wouldn't be able stand still or crouch unless you were out of combat. The timing for this should change to 5 seconds as well. This would also add another skill gap which I think SnD desperately needs because the 1.8ish combat doesn't cut it.
Map Rotation and Kit Rotation:
I definitely like how we are looking to get rid of some maps, there a lot of maps that look like flat rectangles and they don't provide any good gameplay.
I think it would be interesting if we implemented a map rotation and kit rotation where we take out a few maps and a few kits each month to see how the meta changes.
Demo:
Demo feels really weak please give it fire aspect 2 again.
Pyro:
Pyro is broken af. It feels tankier than it should be because it doesn't take damage from explosions of arrows, and the protection on the boots makes it too defensive to sword hits.
Item Kills:
They were a fun part of RWF and made the game less sweaty.
That's all I can think of right now.
Go get those fuse kills
Tyrue