You know as well as I do when people post those kind of statements on here that ain't what they're talking about lolGameplay and infrastructure are two very different things. There are many games that play well, and are a mess in other areas.
You know as well as I do when people post those kind of statements on here that ain't what they're talking about lolGameplay and infrastructure are two very different things. There are many games that play well, and are a mess in other areas.
You know as well as I do when people post those kind of statements on here that ain't what they're talking about lol
To be fair... I kind of agree that the takedown with heroic orbs strat needs to be adjusted. It's just too good to not use it yet makes the game more boring/repetitive.
I was speaking to not just his reply, but all of the ones he's given since the game dropped. He's been one of the more active people in this thread and the review thread, and if you went back and read some of his other posts, you'd see what I was talking about being "hyperbolically negative".None of the issues outlined in the post you replied to are incorrect. That's not hyperbolically negative. It's the truth. Now you might not care, but that doesn't mean others don't have to either and that list is some fairly core systems, many of which are broken or non-working.
I was speaking to not just his reply, but all of the ones he's given since the game dropped. He's been one of the more active people in this thread and the review thread, and if you went back and read some of his other posts, you'd see what I was talking about being "hyperbolically negative".
Exactly. Takedown spam is optimal for all the wrong reasons. It protects you from overpowered ranged enemies by spamming iframes and allows you to not engage in combat - the game's best feature. The best word I can describe it with is "degenerate" because it literally degenerates the combat.
I was speaking to not just his reply, but all of the ones he's given since the game dropped. He's been one of the more active people in this thread and the review thread, and if you went back and read some of his other posts, you'd see what I was talking about being "hyperbolically negative".
couldn't disagree more. I love the takedown meta and would be super disappointed if it's nerfed. The animations are cool and never get old and I enjoy the decision making involved with the iframes. I like using them to get my bearings, to regain health, to "dodge" attacks when there's groups. It's all great. It's the best thing about playing Black Widow and Captain America.
Exactly. Takedown spam is optimal for all the wrong reasons. It protects you from overpowered ranged enemies by spamming iframes and allows you to not engage in combat - the game's best feature. The best word I can describe it with is "degenerate" because it literally degenerates the combat.
couldn't disagree more. I love the takedown meta and would be super disappointed if it's nerfed. The animations are cool and never get old and I enjoy the decision making involved with the iframes. I like using them to get my bearings, to regain health, to "dodge" attacks when there's groups. It's all great. It's the best thing about playing Black Widow and Captain America.
You're basically right, but I do enjoy unleashing big attacks, executing takedowns, then immediately flowing into more combos. I don't necessarily think it's degenerate, but it does feel necessary because of how poorly designed most of the encounters are right now. I definitely use a lot of the heroics as basically emergency iframes to escape from the half a dozen or so lasers that sometimes converge on you. Widow's shock punch basically let's you iframe any attack on command and then it's usually a takedown or auto kill on whoever takes it.
I fucking love Cap, the mastery upgrades increase your stun capability so you can do more takedowns, and then you unlock ability meter boosts when you do takedowns. You'll basically have 100% ability uptime. His entire kit becomes
I couldn't disagree more with your disagreement, haha. There's only a couple of animations and I would rather be actually playing the combat than watching it. There's no decision making, you shit out so many heroic orbs once you have the right artifact and build that the optimal strategy is to just use the abilities off cooldown. What you're talking about is the good part of iframes, the decision making and using them like a parry for sticky situations. This all goes out the window when you have effectively infinite iframes.
Yeah the HARM missions are pretty great for most of the challenges.Wait a minute...so I just had the AMAZING epiphany to redo the Cap HARM training in order to quickly grind out the daily challenge of getting 15 kill using counter attacks (this made it...SO much easier since it's just you and no AI or randos stealing your kills while you patiently wait for enemies to attack you for the parries) and lo and behold I see in the tutorial tip that RED attacks can be parried by Cap's shield? Uh what? Is that a typo?
the endgame loop is very much Warframe, but minus Warframe's years of additions. Which can't really be expected of a new game, I digress.
Don't understand how this game has sub 70. It has flaws, but people acting like it's one of those old time shitty movie tie in games are nuts. There's a lot of nice stuff put into this game. I'm not too far though, so maybe it gets way worse.
you experience a ton of bugs, or you don't have a group to play with and are forced to use their shitty matching system.
I don't know why there aren't more characters in this game. Like, if they're doing new characters monthly, why didn't they just take half of those characters and put them into the game. Kate Bishop, Hawkeye? Those characters could've had their own "Iconic Mission" side stories and then be playable during the campaign. That would've made this game way better.
So I went to pick up my daily faction missions and one of the faction boss battles was already done. It is a repeat, but I thought sometimes they are and you can just do them again? I feel like I've had repeats before. Has anyone had this happen, or understand what the intention is?
Completely agree that the takedowns aren't intrinsically a problem, its the enemy design and balance which necessitates iframe abuse that's the root issue. Keyword "abuse" - iframes as another tool in the arsenal is great. Iframes being so optimal and powerful that the rest of the tools are useless is not.
Enemy spawns are random, but they're is a modifier for more Exos I think.Anybody here know what's the fastest mission to run to fight exos ?
He's hardly the worst offender on that regard. I gave this game a 9/10 and have this as a GOTY contender for me. Somehow that's equated as hyperbole, while I keep seeing people come here to not just trash the game, but tell others that are enjoying it that they are wrong for doing so. Edge has talked at length about the game, pointing out both what he loves and what he is frustrated with. At least he isn't trying to pass his opinion as gospel or "the truth".I was speaking to not just his reply, but all of the ones he's given since the game dropped. He's been one of the more active people in this thread and the review thread, and if you went back and read some of his other posts, you'd see what I was talking about being "hyperbolically negative".
I'm right there with you. The animations also serve to strategize your next moves in the heat of comba, especially when things get crazy. Had an insane experience playing with a random earlier and we were timing our Thor's and Iron Man's support heroics to achieve exactly that.couldn't disagree more. I love the takedown meta and would be super disappointed if it's nerfed. The animations are cool and never get old and I enjoy the decision making involved with the iframes. I like using them to get my bearings, to regain health, to "dodge" attacks when there's groups. It's all great. It's the best thing about playing Black Widow and Captain America.
He is correct from a design perspective that it's sort of degenerate play, in regards to Avengers' core combat.
Wait a minute...so I just had the AMAZING epiphany to redo the Cap HARM training in order to quickly grind out the daily challenge of getting 15 kill using counter attacks (this made it...SO much easier since it's just you and no AI or randos stealing your kills while you patiently wait for enemies to attack you for the parries) and lo and behold I see in the tutorial tip that RED attacks can be parried by Cap's shield? Uh what? Is that a typo?
Anybody here know what's the fastest mission to run to fight exos ?
I mean, how you feel about it is whatever. You can enjoy it! I don't care. But takedown spam allows you to avoid mechanics like staggers, dodges, and parries. Like, it is the definition of degenerative play. Sorry, you are in fact, incorrect.
Me neither. It is a flawed game with one of the best campaigns of the year. I feel like some critics tried way too hard to hate on this. I gave it a 9/10, I understand those that gave it a 7/10 but below that it's just needlessly harsh and not really fair with this game at all. I am right there with criticisms I've seen from EZA's Michael Ruber and even GreatBriTom when it comes to how the game desperately needs more content like new levels and villains, but it's still very much one of the strongest releases of the year. Once they work around all the bugs, I think it won't be long until people realize how much of a gem this game is.Don't understand how this game has sub 70. It has flaws, but people acting like it's one of those old time shitty movie tie in games are nuts. There's a lot of nice stuff put into this game. I'm not too far though, so maybe it gets way worse.
I've been playing brawlers all my life. This is one of the best I've ever played. I think it's laughable to suggest that the guy behind God of War's combat gameplay hasn't consciously made the takedowns of his new game to work the way it does because it's insanely satisfying but by a mistake that people are exploiting. Invincibility when you are doing a takedown has been a staple in the genre and part of the combat flow of God of War, Spidey and Arkham games before.I mean, how you feel about it is whatever. You can enjoy it! I don't care. But takedown spam allows you to avoid mechanics like staggers, dodges, and parries. Like, it is the definition of degenerative play. Sorry, you are in fact, incorrect.
Degenerate Strategy
This definition explains the meaning of Degenerate Strategy and why it matters.www.techopedia.com
There is no tutorial being like, "Takedowns are a great way to avoid masses of incoming damage!" They are meant to provide you with more damage and orbs once you've specced into it. The invincibility is a side effect of implementation (you survive the animation being played out, since you know, they sell Takedowns), and once you're in certain specs, you can use them to avoid a great deal of damage.
Which again, you can feel whatever about. Degenerative play isn't always bad. This is still a degenerate strategy.
He's not complaining about invincibility during a takedown, he's complaining about frequent takedowns being a key component of builds at high level gameplay because it helps the player avoid having to engage with the various other gameplay systems in the game. Like yes there's takedowns in other game,s but you couldn't rely on them to the extent you can in this game.Invincibility when you are doing a takedown has been a staple in the genre and part of the combat flow of God of War, Spidey and Arkham games before.
Here's my main issue, which is caused by some underlying systemic issues: The optimal way to play each character is very similar. Spec into heroic orbs from takedowns, stun damage for whatever your chosen character's best AOE attacks are, and any extra heroic charge or orb generation you can find. My favorites are Iron Man, Thor and Widow, but I've taken Hulk to 149 because he's actually the one who falls into that routine the least. (Although admittedly "spam power slam attacks" is getting a bit old, too.)
This is not to say that every character plays the same at a rest. I really like the variety of classes and builds in the game. But because of extremes in enemy design, level design and encounter design -- each of which I assume was tuned to encourage diversity in approach, as /u/CD_PhilT has suggested -- this variety eventually converges on the "I win" buttons in the system. Namely, spamming takedowns (which grant iframes, healing and heroic charge) and heroics.
It feels great the first time you realize you can maintain 100 percent uptime on Brooklyn Brawler or Veil of Shadows! Or that you can always have full heroic on Hulk by using your support heroic and obliterating the whole room. But at the core gameplay level, these builds becoming the meta is about ignoring the combat system, not interacting with it. That's an important distinction.
Spamming takedowns is the opposite of fast-paced combo-based gameplay. It's literally using one or two abilities then walking from enemy to enemy and pressing a quicktime event button, then walking over to pick up the orbs (because boy howdy, loot magnetism in this game could use some work). In fact, it becomes a game within the game of fitting enough takedowns into the buff timer to get the next cast off in time.
Heroic spam is not quite as bad. In fact, using heroics on certain enemies first is one of the few places where target priority actually surfaces. But that's the issue here! Heroics are on long enough cooldowns by default that using them for baseline encounter interaction (focusing certain enemies first) requires you to optimize for heroic orb generation. Which means stun/takedown spam.
So what's causing this convergence?
I'm not sure what the right answers are, and I know devs are generally less interested in hearing solutions from players than they are in hearing problem areas. My personal suggestion would be to tone down the effectiveness of heroic abilities and heroic orbs, while simultaneously massively increasing the amount of heroic charge gained from neutral game combo attacks. This would give players an avenue to generate heroics more naturally and more consistently, but would not grant a never-ending stream of overpowered abilities. I'd also look at giving enemies more hp and less overshield, at making unblockable attacks a little more scarce (and different for tank characters), and at making stagger a little more viable on non-elite enemies. There are great combo systems in this game, and it's a shame that it rarely ever makes sense to use them or even try to use them, since a pack of high-level enemies will instant-kill you if you try to stand there and light-combo one of them down.
I'm pretty sure this will be dropped after the 1 year mark, if it survives that long anyway.I´m honestly scared they have internally already written it off and content support will dry up after the initial bunch of Stuff that is already probably mostly finished.
I've just reached level 50 (88 Power) with Cap. I discovered the OP build myself yesterday. I was reading the perks thinking "This can't be right". Easier takedowns in Brooklyn brawler mode combined with takedowns extending it and dropping heroic orbs to recharge it. I'm not in full on top level endgame range yet but it feels like it pretty much breaks the game. Especially when I realised you don't take damage while performing the takedowns.
It's crazy the devs saw that and thought it was fine.
I'm still massively enjoying it though.
But that's what I'm saying; I'm no Klyka or anyone playing this like a pro right now: I'm about to finish the campaign and I'm closing to level 50 with my main, I have . Most people won't play at an incredible high level, so what you do is increase the difficulty for those playing at a higher level and keep those at the middle of the road that will never play as much as a pro.He's not complaining about invincibility during a takedown, he's complaining about frequent takedowns being a key component of builds at high level gameplay because it helps the player avoid having to engage with the various other gameplay systems in the game. Like yes there's takedowns in other game,s but you couldn't rely on them to the extent you can in this game.
Like, a more valid objection would be that it's not necessarily the fault with the takedown system as it is the fact that with how high level gameplay currently is designed, it just sucks trying to play the game as intended at that point. :v
I've just reached level 50 (88 Power) with Cap. I discovered the OP build myself yesterday. I was reading the perks thinking "This can't be right". Easier takedowns in Brooklyn brawler mode combined with takedowns extending it and dropping heroic orbs to recharge it. I'm not in full on top level endgame range yet but it feels like it pretty much breaks the game. Especially when I realised you don't take damage while performing the takedowns.
It's crazy the devs saw that and thought it was fine.
I'm still massively enjoying it though.
Mando, keep working through your feelings, man. Whatever works for you.
Personally though, I'll go wIth actually talking about the design of the game in front of me.
Oh wow, look, Reddit just got there too.
Reddit - Dive into anything
www.reddit.com
Note, fixing this would also deal with a common complaint: "combos are possible, but there's no incentive to do so."
How long could you extend it? Doesn't it count the time down while being in the animations?
Indefinitely. Orbs give a few seconds, CQC Brawler allows you to get to takedown much faster , Adrenaline Rush makes Takedowns extend the time, and the timer pauses on takedown.How long could you extend it? Doesn't it count the time down while being in the animations?
Indefinitely. Orbs give a few seconds, CQC Brawler allows you to get to takedown much faster , Adrenaline Rush makes Takedowns extend the time, and the timer pauses on takedown.
woah woah woah I am not good at this game. I play it a lot but I am an absolute shitter at it.But that's what I'm saying; I'm no Klyka or anyone playing this like a pro right now
That's a nerf that I can get behind. Cap is broken.
I'm doing combos all the time, and using the takedowns to strategize exactly that. I see that Cap seems broken at a high level. You can't state your preferences like proven facts. For those that are in the middle of the road, the combat flow is quite fucking awesome, that's what I'm saying. And I think it's obvious that this was made by design, not really an exploit, Brooklyn Brawler's exploit not withstanding since it's so far not really something that those still on the treadmill can really experience while playing.
I'm not quite as negative personally. I think they have quite a bit riding on this game, their relationship with marvel included.I'm pretty sure this will be dropped after the 1 year mark, if it survives that long anyway.
The player base already dropped out mostly due to virtually no endgame variety at all.