I’m not sure if fixing the sentry is the way to go, but the Incursion mode definitely needs some rework. In all Incursion matches I played, the LOWEST score of the winning team was 82. I have yet to see a balanced Incursion game, where the winner would have less than 25 health points left.
Maybe when the match ups are even with full release of Battleborn rather than the uneven match ups of the beta, I’ll feel differently about my suggestion.
Thanks to those that agreed - Nice to not feel alone, haha.
And thanks to those that disagreed - It makes me reconsider my game play/tactics for future matches.
Can you explain this idea further?
At face value, this sounds like a bad idea. Incursion matches are already long enough and very defensive. This would make it even worse. Incursion matches tend to snowball after a team loses their first sentry because:
A. There isn’t a huge death robot preventing you from spawn trapping the enemy team.
B. There are two different areas to attack the final robot, compared to only one lane for attacking the mid robot (unless you are playing a character that can jump onto the ledge).
It’s imperative once you lose your first sentry, that you do not let the enemy team occupy the space where the sentry was. Or you’ll most likely straight up lose.
Honestly, the only change I can think of that I would support is to remove the special robots the winning team gets afters destroying the first sentry (the Shepards or whatever they are called) and give the losing team minion advantage. This would help the losing team gain extra pushing power.
Just an option to approach your sentry and select “heal” (for a tiny fraction over a short period) at a cost of shards (like how you use shards for turrets, etc, but a much greater cost), or temporary shield…
Obviously if the sentry is completely destroyed, then you can’t heal it or anything, so no advantage is gained at all, it stays busted… and the team currently on the winning advantage can continue to do whatever it was they were doing…
But the disadvantaged on their way to losing team, can still try to keep themselves in the game (and maybe make a come back), if such options were added.
But I guess this all depends on how some people play the game.
Some people don’t care to collect shards, and just fight one another.
Some people like to collect shards, and set up turrets for their team.
Some people like to escort/take out other minions.
Some people try to aid others (healers) and hope they don’t get caught in the mix of damage.
Everyone plays different.
But I just notice, when one team successfully takes out a teams first sentry. And the other team has barely made a dent… It’s pretty much all over, and while this means “yay” for the ones being victorious, it’s “meh” for the ones who can’t gain anything back… Dropping out left right and centre.
I’m trying to wrap my head around whether that suggestion would help comebacks.
Wouldn’t it just delay matches longer? Basically, being able to heal your sentry is akin to giving it more health. If you already are losing the match, this doesn’t change anything. You are just making it take longer to lose.
I guess you could make the argument that it gives your team time to stop sucking and turn the match around…
Isn’t the main problem though that the winning team, after defeating the first sentry, now has control over the missing sentry area, which gives them full control over the middle mercenaries, buildables in that area and powerful new minions?
I appreciate the open discussion!
As I said earlier, I’m new to this sort of game play, and I have never played online with other players before, so this is a huge learning curb for me, and I clearly have much to learn, haha.
But, I just wanted to make a suggestion, see what others might think, and add to the mix, both in favour and against… I certainly find it interesting what everyone is saying!
But I see the point on the middle ground too, guess once you play the map many times over, you generally get your own flow and it will either work for you, or against you.
I’m just having fun with it… And adding my own thought bubbles to the many that are already out there.
It’s an interesting idea. I can’t really tell if it would be good or bad without playtesting.
There are definitely going to be a large amount of people bothered about Incursion and how easily the mode can snowball. We’ll see what the devs want to do with the complaints.
My idea would be to disable your buildables for the enemy team so they can’t build themselves in your base and can stay there for ever. Because if they do that you have almost no chance to come back.
The issue with no come back isn’t because you can’t heal the sentry. It’s because the Shepherd is too darn op in that map.
Sentry itself is actually hard to get to IF you know that minions being dead = you can’t push it early without abusing Marquis snipe that will hopefully get fixed. Adding any major changes causes the ripple effect they’re trying to avoid. This is why the only changes added so far was to make the Sentry easier to kill by making it shield regen slower and harder to turtle.
Wait for the Shepherd nerf, snipe bug fix and Incursion will be at its best state. IF not, make it so that your building don’t go KABOOM when Sentry dies.
I agree we cant do that just won game after lost are first sentry and made comeback by rebuilding everything.other team didn’t. so we won becuse put on are try hard pants.so no I agree with ya.
all good. I am lv 78 it ok it make comeback harder but ok for turret repair in contrast instead waiting for to be destroyed.
I get where you are coming from but i believe the problem with making comebacks is not in the sentry being dead but the matchups for exp. i have been in so many matches where my team consists of a Lv20,10,4,1,1 and then enemy has Lv45,29,31,10,6 and that puts us at a disadvantage because we have 2 beginners while they have everyone with some exp and some with allot of it.
Incursion needs something, but I think maybe taking a step back and looking at the bigger picture is needed. Having the 2 sets of grinders makes sense in Meltdown. Does having two sentries make sense in Incursion? Would having a single sentry and a smaller map, but limiting the amount of damage you could do to the sentry before the shield came back online (like in a Zelda-style boss kind of way) make more sense? More fundamentally, should players be able to damage sentry shields?
Agreed, better match ups will probably help with the come back scenario.
Also agree maybe just the 1 sentry… Or a rework of the map… Or what can damage what (minions only for shield, vs players).
But I do really like this mode, same with melt down, and I assume there will be another added (or more) with full release.
It does make me want to give more online gaming a try, and more of these types of games a try, which I think is a nod to how much fun I’m having with it.
(I wonder what other recommendations people would have for games like this one, that I might enjoy playing…)
I don’t think this is a bad idea at all. Yes you need to reward the winning team, but this idea wouldn’t detract from that if implimented correctly. If the winning team is playing aggressively enough, this won’t affect their victory at all. In fact, it pressures the winning team to maintain aggression on their advantage, in order to keep their lead. If you get one great push and nearly destroy their first sentry, you are forced to continue to push hard. If you don’t, or if the other team improves their defensive plays, the aggressors will be punished by having the enemy sentry healing up. If you simply steamroll the first sentry, then you deserve it for your plays in pushing, but if you fall short, you’ll need to maintain momentum, or else suffer the consequences. People like to compare this game to MOBAs, so if you look at League, your Nexus slowly regenerates, and your inhibitors respawn. The nexus regeneration doesn’t affect a team who snowballed their way to victory, but punishes the team who pushed hard, but failed to maintain momentum, as it should be. Great idea, and one I think would DEFINATELY balance the game tremendously.
Or maybe the buildables you build in the enemy base are half as strong as if theh were built in your base.
I dont think regenerating sentry is that great. A big difference to league of legends is that you have a time limit and in that time limit you want to be able to destroy the last sentry. Imagine this, you got the enemy’s last sentry down to 10 points and then need to back off (10 min left). They have a good defence and try to come back, but eventually you make a great team fight kill and 4 players (2 min left). Now you need to get through their minions and need to kill the century with full life. Another bad thing with regenerating century is that you get the last century down to 10 points need to back off they come get your last century to 30 points than the time is over and the enemy century got 31 points because of regeneration. You lost because the enemys made a big push in the right moment and you saw youre win drifting away and you couldnt do anything against it.
Sorry for my bad English i hope you got the point.
But if you played that aggressively that early into the game, and then lost your momentum, you deserve to lose your advantage. If you are pushing hard and take their first sentry and almost kill their second sentry, and then completely lose momentum to the point where you can’t manage to push up again for another 10-15 minutes, that either means the aggressor is making bad plays, or the defender is making good plays. Thus, this idea would reward the defending team if they manage to stop their momentum, and punish the attacking team if they lose the momentum they were on the whole game. Just because you WERE winning the game, doesn’t mean you still SHOULD win.
The regeneration effect, in my opinion, wouldn’t be very big to where you could recover a sentry to full health after 1 wave of minions. The way I imagine it to be would be maybe 5 points of health over the course of 30 seconds, with a 1-2 minute cooldown, and the “healing drone” can be destroyed early by the enemy team if they push back up again. That way in order to fully heal a sentry to full, it would require the enemy to not push past shields for at least 15 minutes straight, which if, as the enemy, you can’t manage to do that, you deserve to lose your lead. Another thought I had would be to make the “healing drone” protected by the sentry shields as long as they are up, so that you can’t destroy a “healing drone” without first destroying the sentry’s shield, thus preventing 1 or 2 players pulling a quick backdoor and killing the drone early.
I think the shield regeneration is already enough. Also if the sentry is regenerating hp you lose score. I think disabling the enemy team form buying your structures is enough change to make the game mode more balanced. Like it is in Meltdown.