Feedback from a Professional Gamer

Glad to see there is a forum for feedback. First off I’d like to say that I’ve played many games competitively and even a couple professionally. (Call of duty franchise and recently rocket league) so I am familiar with the high level competitive aspect of games and the learning curve.
I absolutely love this game. I think it is incredibly fun and provides a great 1st person MOBA. A couple of things I’ve noticed however, is that in this game, if a character is considered “Complex” (ie. Ambra, Boldur, Isic, Ghalt, Galilea, Kleese, Shayne and Aurox) it tends to be overpowered. This stands with Ambra and Galilea being on the top of that spectrum and characters like Boldur and Shayne being rather normal. 50% life steal for Ambra is a very nasty trait, and Galilea’s, and Isic’s ability to block damage can be quite ridiculous while still putting out serious damage. Couple that with their AOE stuns and healing capabilities and not many other characters can compete. Ambras passive also gives her an over shield and speed boost when she reaches under 20% health. Ambra, Galilea and Isic could use a bit of a nerf.
That’s enough on the characters.
The game itself was very well thought out and I love it. I am also eager to know if future maps will be coming out that are slightly bigger (incursion). Perhaps 3 lane maps where there isn’t as much of a cluster in the middle for the one lane of minions. League of Legends did a very good job with this. Again, I know this isn’t a LoL replica, however many games (first person shooters) utilize 3 lane maps as a fundamental aspect of competitive gaming. This game definitely has the potential to reach the pro circuit with some tweaks, and not many games can. I really want to see this game succeed, and I’ve already started a ps4 community for Battleborn.
That’s all for now! I really love the game and the spin it’s taken on mobas. But things I am absolutely adamant about voicing is the need for more lanes (larger maps) which might even lend a need for a higher time limit and possibly more levels to sustain a longer match. An idea could be augmentation points after level 10 could be put back into previous helix levels… Just a thought. I hope I could be of some help, both creatively and functionally!

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Do you think the maps would benefit more from less xp from kills and slightly more for objectives (like minions, structures, and building them)? As it stands from my point-of-view (admittedly non-pro but i strive to be competitive), it feels like a lot of the problems with balancing of certain characters like Ambra and Gali is that they are able to utilize their advantages to immediately snowball off of player kills.

Another idea is maybe giving global xp for each minion that gets to the objective in Meltdown, or for each merc camp and sentry kill in Incursion. This would allow for some more focus on those specific aspects of the matches and more tactical thinking involved. You wouldn’t be able to just ignore the objectives and go for kills until the enemy team has longer respawns. It might not be a big deal in higher-level play, but it could potentially better the low-level imo.

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To answer your first question, I believe player kills should count way more than they do! We do not actually receive much xp from a player kill. I have killed 2 players at lvl 1 and still didnt reach lvl 2. That is absurd. Killing players should be the hardest part about the game and therefore the most highly rewarded. That being said, the three lane map suggestion I made would lead to 3 waves of minions, therefore more xp from minions overall. Ambra and Gali do not snowball off of player kills but rather their stats make them OP.

Ambra-
Ambra can put out massive damage and has 50% life steal with an augmentation. That is absurd. Her attack is a hold down that doesnt require any skill to aim. Also, she puts down sunspots that can heal while damaging enemies and has more than 1 slow ability and 2 stuns by lvl 10. This is absolutely ridiculous. In no moba ever was a player given this many capabilities. Oh, did i mention theyre AOE stuns as well, not just single person stuns? INSANE

Galilea- She can stack corruption and cause a big circle to make her practically invincible. Healing while damaging opponents AND MAKING HER ATTACKS MORE POWERFUL TO OPPONENTS INSIDE IT. And we cannot forget the power of stuns. Stuns are the key to overpowered characters. Galilea could throw a shield into a mob of enemies and stun all of them. Accuracy isnt needed because her shield will hit all of them. Couple this with her massive damage and escape capabilities and the fact that holding L2 blocks 1000 damage, its too much for 1 character.

The fact that very little XP is produced is definitely why u are recommending global XP. This goes back to multiple lanes. 5 Characters with 1 lane of minions is just not tactical. This game can never go competitive unless it expands. Think League of Legends. Its a constant dance and death causes big problems. Death SHOULD cause problems. I see what you are saying and like your thoughts, but remember that player kills are almost equivalent to signing a Thrall HQ in xp if not less. Lets try and get this thread going. Time for some likes :smiley:

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If kills are rewarded too highly then it would discourage people from playing support characters. There’s already a game mode with two lanes and more in the final version.

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I didnt know that. That sounds awesome. And no way! It shouldnt discourage support characters. I am comparing it to LoL and I think this game needs to take some plays out of the LoL playbook. There are other ways for people to get xP other than player killing. What I am saying is that people shouldnt be dying that fast in the beginning. If someone dies in the first minute the person who managed to pull off that feat with an ungeared, unaugmented, weaker character (being that he is just lvl 1) should be rewarded greatly. This is why feeding exists. Leveling up should primarily be off of minion kills until characters are capable enough to go after players with confidence. Support characters get xp based off of the person they are supporting and how much they are supporting. In LoL, if a team doesnt have a support, they will lose. Period. Because there are 3 lanes, therefore more minions pushing. This game so far (incursion) everyone clusterfucks the mid lane and all you see is animations. Having a lane to yourself and 1 opponent while you both have to defend your minions while hitting theres and avoiding their attacks is optimal. Lanes that get overpushed mean other lanes get abandoned. There is way more tactical potential with more lanes.

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I can see your point, georgeyiantselis, and I def agree on those things being the big problem with those characters. But after playing most of my way through to level 39 as Ambra, i can say that its almost too easy to get the ball rolling when i can just decimate the enemy in lane and then go on to destroy their structures in the first few minutes of the game. Allowing me to gain enough of an xp lead that i get all my good talents far earlier.

But for a character like Marquis to keep up in level I can see why you’d need the player kill xp to be decent.

On the other, hand Ryballs has a valid point with discouraging support play, and possibly tank play, if kill xp became too high. Its a very narrow line to balance on, when all is said and done.

I do really agree that Overgrowth, at least, could benefit from at least one more lane. Its very hard to come back from a lost first push when the enemy team controls the double merc camp and a laser turret. I guess having a sniper to take out the turret could be really helpful though.

Another problem I’ve had is the minion waves seem to get their overshields a bit too often, especially in Incursion after the first sentry goes down. The waves just seem to pile up endlessly and its very hard to make a comeback after that point. I do see the gameplay benefits of having the overshields proc, however

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Also, sort of different kind of issue, but do you guys feel like the Talent part of the characters is a little odd? Some characters get a second passive or beneficial ability where others just get a description about how their clothing is supposed to be really good for fighting in.

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Thank you for the reply, i am enjoying discussing the game with fellow beta testers.
Are you familiar with LoL? 3 Lanes would also mean 3 sentries, not just 1. In fact the maps would have to be a LOT bigger. But anyways, yeah, you play with an OP character and its good you are aware of it. Getting the ball rolling is easy as ambra for sure, which is why she needs to be nerfed. As for the overshields, I never really had a problem with it. Ooh btw, MINIONS SHOULD HAVE HP BARS. Definitely a suggestion worth noting. Part of skilled Minion killing in league of legends is striking the minion with the last hit possible to kill it, rather than weakening it the entire time which would open u up to enemy attacks. Great input, glad you agree on more lanes. And for the record, Kill xp raises as players reach higher lvls, however, players should get MONEY (shards) from killing players. Not the other player’s shards, but shards should appear. That is how LoL works. Minions are for XP, as are jungle creatures in LoL. Battleborn has Thralls.

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Yes the games descriptions do need work. “Talent” is too vague and sometimes its not even a passive but a player’s L2 button lol. I agree.

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Yeah, I’ve been playing LoL for a few years now and I also play Heroes of the Storm when I want to play something with a bit less tense of an atmosphere. I’ve also been a pretty decent not-quite-semi-pro player for 2D fighters and I think that what makes those games successful on a competitive level is the tactical thinking element that goes into every move you make, whether that be giving up dragon to take a few enemy towers or predicting your opponent’s actions on wake up.

And on that note, I feel like Battleborn (while not a bad tactical game by any means) isn’t quite meeting the potential it has. Meltdown mode is the closest to feeling like it can have a multitude of tactical choices and from what i’ve played it indeed does. I really enjoy playing with friends and communicating and if we get behind, it feels possible to make a comeback with some smart play.

Incursion however, just feels so very one-sided. I do have hope that Gearbox is on it after this test, polishing ideas and tweaking things. I must also admit, going into it after hearing all the hype surrounding the “moba-like mode” that I was disappointed by the map we got. It’s a great concept but I feel like positioning of elements isn’t great. I know of the “rule of 3” that level designers use a lot and I feel it would greatly benefit the map to have more openness.

edit And I only really played Ambra so I could get to level 38 faster to try Deande. I’ve only got a few matches in with her but she feels… unfinished? I’ll have to unlock her mutations spend more time with her to really make a judgement though.

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Rule of 3. Love it. I agree. Havent played meltdown haha. Boycotting it from what ive heard. Ive been dying for a first person LoL so i would really love this game to become more like League. I never played league because its PC but as a cod player i was dying for a first person. Hope we can get some smart playing in the future.

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It definitely seems that the longer the beta goes on the better people are getting at decision-making although I’ve had a few matches where the enemy Marquis decides to try to run into melee range to fight me heh. So I have no doubt that the community for the game will continue to improve over time. The only question is how many will be active after a few months. I really don’t want to see the game go dead online but with all the negativity directed toward the poor thing and it coming out near Overwatch… it might get lost in the background.

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The second everyone gets smarter, thats when youll see how this game will get thrown into the background. This game with 1 lane is honestly, dumb. If this game doesnt develop multiple lanes, I probably won’t buy it.