List of Thoughts/Ideas to get Battleborn More Competitive

@Jythri
So when I played in the technical test, I had the rosy this will be great glasses on. During this open beta week, I have been noticing more issues as I am really looking at this as a potentially competitive game.

Things I think you are doing great

  • Selection - I think you have a great pool of characters to pick from with a wide range of diversity

  • Balancing - I am incredibly happy that you are working on this so diligently, I remember the point where you were thinking about letting the community balance characters and I am very happy to see that you are taking an active roll in the balance of the characters, and I hope you continue to do so.

  • Matchmaking/Ranking - I know some people will see this and go what the hell, but the fact that you have acknowledged ranked play already is a giant plus for me and I hope that means you are at least working on a matchmaking system for live. I look forward to seeing it at launch or shortly thereafter.

  • Leavers - I love the inability to join another match until the current one is done. I think more can be done and I have seen posts that you are looking into seeing how things play out to get a better persepctive on what needs to be done and I think that is great.

Things I think need work

  • Gear - I talked about this in the multiplayer discussion thread. I am not a fan of the current gear system. Someone mentioned in my thread that everyone could potentially get the same gear made available for specifically ranked gear loadouts. Get rid of random loot packs or give out a separate gear load out for ranked gear sets. It really has to be one or the other to give people a chance at being on the same level playing field.

  • Visual Effects - I have seen it happen a couple times where the effects just get in the way of everything, it’s rare but it happens. I think the effects need to be toned down. Maybe shrink them down. Not sure what, but I have constantly seen others on the forum mentioning it. I imagine it can only be worse playing as a melee. This isn’t game breaking, but I think it can drive players away.

  • Hit Boxes - Some of these need some serious work I think. When the minions bounce, their hit boxes go crazy. Players hit boxes are occasionally also crazy. When I miss a standing still Oscar Mike when my shot is lined up on him while he is spraying at me and hitting me there is a problem. When I take a second shot at him and it hits and neither of us have moved, that worries me. I have no idea what causes that, but it needs fixing.

  • Buildings/Maps - I think you have already seen that there may need to be a change to sentries in incursion. I think you have a couple of options, close the vision to the sentry off, or give it backdoor protection. I have been given to understand that it may already have this with its shields, but it also needs it with its health. So for instance, if the sentry is not engaged in combat, any damage dealt to its health pool is regenerated at an incredibly quick rate. Look at backdoor protection in DOTA 2 for an example of what I am talking about. This will keep Marquis from sniping it down from across the map.

     *              I also think something still needs to be done about the turrets in Meltdown.  Two fold, I think they still need to do more damage and they need to be at least slightly harder to snipe out.  I can go take them out at level 1 or 2 as Marquis and take 0 damage.
    

I feel like a lot of the above things can be done and still keep the game what it is now. I feel like these changes will keep the game alive so much longer. I feel like you can turn this in to something that lasts if you work at it. Go the route of Dota and do community skins and more intricate in house skins, voice overs, etc. You don’t need to make it about grinding out gear and levels, that isn’t a sustainable model, people will always hit cap shortly and then decide they are done. This isn’t Borderlands as much as some may want it to be.

If you put this game out and people pay $60 for it and it dies in 2 months, those players will likely not be repeat customers. You currently have the chance to market your brand to a group that probably doesn’t normally play your Borderlands games, so it behooves you not to mess it up.

I have been playing both Battleborn and Overwatch and have already bought both. I am really hoping one of these games turns into a competitive game. Ignoring the fact that they are different as far as game play mechanics they are both hero shooters and I feel like Battleborn is much closer to being competitive already and I want to see you guys pull through and turn into a fixture of the moba/hero shooter or whatever it is that we are calling these games. I hope you see some of this and think that is definitely something that can be looked at or tweaked here or there and that my suggestions are not falling on deaf ears. Failing either of these games surviving competitively, I will likely end up occasionally going back to counterstrike for my competitive FPS fix like I have been doing for close to 20 years now :sweat_smile: and whichever moba more of my friends are playing on a given day for that itch.

Thank you for your time and work on this game. :slight_smile:

Hey, thank you for the very thoughtful post!

Most of what you’ve commented on, that is in our power to change, is already recognized and we either have solutions or are talking about solutions.

Let me speak to a couple of these specifically.

Gear - I talked about this in the multiplayer discussion thread. I am not a fan of the current gear system

I don’t see any revamping of the overall system in our future, but we’ll tune and expand it. That said, high-end competitive tournament play is a different beast. As you’ve heard, we recognized that in tournament play we’ll want to reduce the RNG factor and level the field a bit. Tournament Sets are one idea we’re contemplating. Similar to how MTG has Standard legal sets, we’re thinking of taking a subset of gear and making you choose only from that when you play in specific tournment matches. There’s a lot to think about and work on here, but this is definitely something we agree is important for the high-end competitive side of the game.

Visual Effects

We’ve heard this bit of feedback a number of times. I believe there is something that can and should be addressed here, but don’t have any specifics on how and when we’ll do that. I can say that it gets a little better over time, but there are moments it’s still a lot to process. It’s a careful thing, too, to reduce it, because we have to selectively reduce problem effects without losing the actual gameplay feedback they give on what skill is being used by whom.

Hit Boxes

I’ve heard a couple of comments on this. What your’e describing (your shot not actually making contact on him when you’re lined up) sounds like a bug. If you can help us reproduce this bug, it would be very helpful. What character were you using; what ability did you fire; who were you shooting; what map; where in the map. These are things we’ll continue to hunt down and patch.

Sentries Incursion

I’ve already commented in a number of places taht this is a problem we’re aware of and working on solutions now. We get a small solution in for Open Beta to triage the wound, but I agree that a further map solution is required.

Turrets

Not sure I agree on this one, but we’ll definitely look at the data and see what we find. If they need buffs, they need very minor buffs, likely to either survivability OR damage, almost certainly not both.

3 Likes

I think you can make it more difficult to kill turrets by making them emit a throwback wave every few seconds.

As it currently stands, I can circle around a Stinger Turret as a melee player and just stab it continously. Its slow rotation will not keep up with me, so I leave unscratched.

However, if the turret emitted a spiky aura when it’s being damaged, that would make it way harder to destroy. Upgrading the turret would increase the frequency of spikes and their damage.

Speaking about turrets, I really dislike the one that spams rockets. They both deal lots of damage and stun on impact. I think one of these has to go, or the turret should be more expensive to build.

Nice and elaborate post!
Here´s my thoughts on your points:

Gear:
I actually enjoy the way the gear system works! It will keep me going bc. I will try to min/max as good as I can even though I do not think it matters much. I ran into the “stuck in gear menu” bug relatively early in the Beta and in the end I was stuck with some average gear and enough coins to buy several epic packs … however I still did not feel at a disadvantage. You will so rarely - if AT ALL - lose an encounter because your item just had +9% XY instead of 10% …

Visual Effects
While this is indeed something that is criticised quite often … after playing the Beta for over 40 hours now I personally don´t see much of a problem with the effects or FOV being blocked by body parts or whatnot.
I played a lot of melee too and it worked out rly well most of the time … sure, it can get a bit messy in bigger fights but I would not want to sacrifice the style of the game for these occasions. … and after all it´s the same “handicap” for everyone.

Turrets
While I do not know how this could be improved one can´t deny that there is a major imbalance in turret vs. player … as you said ranged chars like Marquis and Mike can deal with them easily and early on in the game while melee characters have their options severly limited by those thumper turrets of doom until the lategame …

What you didn´t mention but is imo just as problematic and has to be looked at is the Aim Assist (on mice!!!) … I would love to hear some thoughts by the devs as I know a lot of ppl that are rly disgusted by the fact that there´s an aimbot in what´s basically a competetive shooter in large parts …