I agree with most of your points, but this bit is a little incorrect. [quote=“Gnusnas, post:42, topic:1375071”]
And you can definitely pick and change lines according to which character is playing against you to be more effective.
With the lanes so close together, there’s no real “Lane composition” here. It’s more or less just people grouping left, grouping right, or grouping somewhere else. And travel time between lanes is so short that you can effectively respond to almost anything relatively quickly, even if you’re at the other horizontal end of the map. There isn’t much need to change lanes comp on the fly when the game is so fluid anyways, you’re never really just gunna stay in a lane unless you’re actively doing something there.
It’s not a terrible idea, but again you have to consider roster size. You’re basically asking that 10 characters be picked per side, in a game with 25 characters. Granted, both sides can each pick the same character, but these numbers are still just a tad silly when the game is 5v5. Also when playing the game correctly, shards are already an issue, so this sounds more like something that would give the winning team a way to win harder (Which I’m not necessarily against, but unlike legendary items this has no downside), or would be potentially useless if you actually impose some sort of experience penalty to the second character.
If we get some sort of competitive mode in the game, I could see a version of your idea coming into play though, with blind pick. Each team picks 5 characters, one for each player, and then 2 reserve characters. After everyone loads in (And can see eachother’s teams) anyone can swap their characters with the reserve or with eachother during that pregame bit in the ship, then the reserve characters would basically no longer exist. This could also be a better point in the game to pick your loadout, because now you have more information to base it on.
With that all said, with counters being too broad, I feel like obvious reserve characters to have would be benedict and kelvin/galilea. I mean, why wouldn’t you? This comes around to the same issue I presented with bans, in this game they would be a bandaid on a bigger issue. The same handful of characters would get banned every match because of how much of the roster they have a distinct advantage over.
I have had some other thoughts though, which is… if another character other than gally had wound, and if that one dude was right about kelvin’s chomp doing damage based on kelvin’s max health, not the target*… then competitive could exist fairly healthily just by disallowing benedict (Not the game disallowing his use, but the community disallowing it). It makes me really sad because I don’t want to see benedict changed, but I also don’t think he could exist in competitive, he would stale the game. He’s just too polarizing, and exists in a niche that doesn’t exist for any other character. “Hard counters these, countered by these”
*(Edit: Just checked footage of someone playing kelvin to read his skill, it’s based on the enemy’s max health.)