Comprehensive feedback on various topics: Approx 40 hours played.
- Some of the sub classes don’t feel super balanced.
- The ambusher sub class for the vanguard. I feel like it needs a stronger one-handed weapon in order to stand with the two-handed weapon spam.
- The javelin subclass for the archer. I feel like it could use more javelins.
- The bandages thrown by the footman subclass doesn’t feel nearly as useful as the other specials. The horn is insanely useful, by far the best one. The banner is also extremely useful. The fire pot is well balanced, situational. The bandages are useful but not on par with any of the other specials.
- Deployables are practically worthless. They are far too small to be useful and don’t encourage any of kind of creative play. They need to be larger and more numerous in order to provide any real useful defensive, creative play. I like the fact that there are several sub classes that have the option to use them but yeah, they have almost zero impact on the game.
- Some weapon balance issues. Weak weapons: the glave and greatsword. Weirdly useless weapons: the shovel and pickaxe. I’d thought that maybe they’d be useful to build things for no. They’re very poor choices in almost every situation. Super strong choices in literally every situation: the messer. It’s a freaking lawn mower and insanely strong/fast. Also the falchion seems much stronger than all the other one handers.
- The two handed spear Q. Not sure what kind of situation this is supposed to be used in. You plant yourself down and poke? Being fixed is almost always a really weapon position. No one is going to just charge into that. A very useless feeling Q. Very weak compared to pretty much every other weapons Q.
- It feels alright but sometimes weirdly disconnected. Hit detection can feel delayed sometimes. Not sure if its server side or client side but it doesn’t feel great.
- Hitboxes are larger than they appear. Trying to throw objects, even small ones, around and over your team mates finds you hitting them more often than not. With the amount of throwable objects on all the levels, I’d like to see this tightened up.
- There are a lot of buildings on the map but they’re all closed. Maps don’t encourage much creative play in terms of defensible positions. There are really only a few places to stand and one or two ways to go. Teams don’t have any options on creative ways to defend or places to go. I.E. can’t hide in random buildings or pick interesting spots to defend because they’re all closed.
- Barricades on maps are too easily destroyed. One dude slipped by with a weapon can destroy them all in a few seconds.
- Some of the stages on maps are very hard to defend in 40 man games and impossible to defend in 64 man games:
4a. Battle of Darkforest:
- First stage: Barricades too weak and hard to defend. They’re just sitting out in the middle of the road. May be more fun if there were some fixed defensive positions nearby like there are in the other push stages of the map. Stages 2 and 3 are much more interesting for that reason.
4b. Slaughter of Coxswell:
- I know the name says Slaughter but actually feeling like a slaughter isn’t exactly fun. Many of these stages feel impossible to defend against. The first stage is over in 20 seconds. The town doors are made of twigs and break very fast.
- Stage 2 is the most defensive stage but due to lack of defensive deployables, is very hard to hold. This is a stage where some good deployables could make a different but they’re all too small and too sparse.
- The looting stages are pretty well done and I’ve seen teams hold here. No complaints here. Again, some defensive deployables would make it more exciting.
- The latter stage where you’re supposed to protect the soldiers is impossible to defend unless someone is cheesing and hiding. If some soldiers hide in weird spots maybe they can survive and the enemy team will be overwhelmed by peasant spam but I know this wasn’t intended. That final point should be much more defendable and actually give the defensive team a chance to hold out. As with many other stages, defense is impossible in big games.
4c. TDM maps:
- They’re fine but not particularly interesting IMO. I’d like to see more structures or positions to fight over. Again, as mentioned earlier, areas to encourage creative play is what I like to see and what I think would make every game on them feel different.
- For example, what if in the Battle of Wardenglad, there was some ruins on one side of the map people could fortify or fight in.
5. General match feel
Most of the matches progress the same way. Occasionally you see teams holding out on a stage or two that makes it different but that is very rare. Typically the attacking team wins and one games feels like the next. This feeds into something i’ve mentioned a few times but I wanted to bring it up again just to put a fine point on it. That is the lack of ingame creative options. The lack of buildings you can enter or things to fight over, the lack of deployables and useful defensive options. The stages that are supposed to be defensible are not.
For example, the last stage of Slaughter of Coxswell where the offense is attacking. The defenders have rocks to throw but hit detection is inconsistent and they don’t do enough damage to be useful. The attackers just stand at the gate and smash the door down every single time. Literally nothing the defenders can do to actually defend.
This kind of dynamic happens again and again. The same things happen every round. If the defense wants to get creative and try something new there is nothing to try. No new ways to play. No defensibles they could use.
That’s all for now. Will add more as I think of it.
They don’t feel super useful in general to me. When fighting against them they feel like an annoying nuisance and not a real threat. When they’re on my team, I find myself wishing they’d just go a faceroll melee class.
I feel like if there were more robust defensive options, the ranged classes would have a lot more use.
For example, if the castle walls were actually defendable then it’d be great to have some archers up there. As is, there are too many ways to close the gap and all the gates/doors break too quickly. The ranged defensive stage usually lasts a minute or two before everything is back to melee cluster again.
Also, if there were more useful deployables than maybe a defensive position could be developed. This happens in Mordhau. A few builders start to put up walls and barricades and some archers come stand around and all of a sudden you’ve changed the battlefield dynamic. It’s a defensible position that’s spontaneously developed. That’s cool and different and makes archers useful.
My main gripe with archers is that apparently they wear shoes made out of solid gold with lead socks to compensate for their light “k-mart duvet cover” armor.
In the time it takes me to notice someone getting close, turn around, and start running, that person can cover 50m and stick right behind me while swinging their giant two handed weapon. It’s not because other classes are too fast, it’s because it takes a solid 5 seconds to go from a standstill to a full sprint. This makes plenty of sense for the guys wearing 50lbs of iron and steel, carrying huge heavy weapons and shields. Not so much for the one wearing a pillow case and holding a stick.
Archer’s would benefit from an ability bound to Shift that gave them a boost, a jump start to a full sprint, and it should cost a hefty amount of stamina. It still takes enough time to stop, aim, draw and loose an arrow that if you’re being chased, you’re gonna die unless you get smart. Keeping an archer moving, even if you cant kill them, is effectively removing them from the battlefield anyway. I think every class has a way to 1 shot a full HP archer, archer’s should have a way to disengage effectively, because currently the best and only inevitable way to escape a fight reliably is to perish.
In any scenario, swinging your weapon should slow your character down substantially. There shouldnt be an ability to keep pace while swinging.
About the Ambusher subclass. I do not speak English. Just want to write that I think he needs
- 10% speed bonus from Man at Arms has (be the fastest warrior on the battleground you can find, has 130 movement speed, if it’s legal)
- His dashes further by 50% - unique ability. Man at Arms do it more often, but he has standard dashes.
- In aditional +50% damage from behind instead of +35%, that sounds right (because he has a very short attack distance)