No more OW comparisons, now Paladins comparisons instead!

Eh. I could fight you on more than half of that

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@epicender584

Oh, shush.

:laughing::sunglasses::sweat_smile::yum:

Hehe you know what I was going for…

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I’m sorry, but Paladins heroes look kinda… boring and cliche. On a more factual note
What was your goal in writing this?

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Omg why maps are so big?! You spend more time runing/riding side to side of the map than fighting!!

Eh, Character customization is bad (You get a pre-picked character! lame! You can spend a lot of currency on some changes but it’s limited and honestly rather poor)
Lousy tutorials.
Super pay-to-win, the economy is horrible. A small amount of players have gathered most of the currency for themselves
Way too hardcore, dying won’t even let you start over. Super steep learning curve.
Can’t go to space or deep sea (Unless you picked a very specialized class)
Movement system is also pretty buggy, some might not be able to get to fully use it at all.
The survival aspect can get pretty damn ridiculous too.
Lots of people who have nothing else to do than make your gameplay experience bad.

Would only recommend on a really big sale. Or if an update comes that fixes some problems.

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@reliikki

Tou-f*****g-che!

Lolololol…too good!

:+1::+1::+1::+1::heart:️:heart:️:heart:️:heart:️

Yep, major complaint

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Charge efficiency serves no purpose. After dying, you can only obtain a single charge per major enemy killed. You either kill 5 major enemies, 5 minor enemies, or a combination of both. Without the mutation, you get a full stack of 5 charges every time you kill a major enemy, plus you get the benefit of either reducing your cooldowns or increasing health regeneration.

The only way I see it ever benefitting anyone is if they can keep Attikus (who is known for being a glass cannon) alive for extended periods of time.

Hey, can we not do this? Can we NOT do this? Can we not start comparing in a pointless mud-slinging contest and do what we can to make whatever games we enjoy better? I’m all for spirited debate, and I’m all for critique in the hopes of improvement, but let’s be real here, the purpose of this wasn’t to incite debate at all, it was rile up the people who enjoy this game and give them reason to treat another game in the same spot it was once in(And arguably still is) just as terribly.

Hey, you guys know Paladins is getting the same comparisons Battleborn did right? About being similar to Overwatch? This is just me, but it seems really hypocritical to bash a game for the same (Wrong!) things that put this one in the spot it is now, just as like it was wrong to bash BB for being similar to OW. Of course we know it isn’t- the most of us have played it long enough that we’re aware that it’s its own, unique product. This coming from someone who has played all three, btw, and done the research on all three. It’s worth noting that many of Paladin’s abilities came from a game released in 2010, before Overwatch or Battleborn were even concepts. Everyone is free to like what they like, yes. Everyone is free to critique and find flaws in whatever they want as well. But I don’t know, it just irks me when people put years of time into a game, regardless of who develops it, for people to openly wish it fails without giving it it’s proper dues.

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So I played several games to test Paladins, as it’s better to know what we’re talking about before talking right?

-Only one game mode and less heroes with less option to change gameplay inside a game per character.
-The way to win feels really non-rewarding. Except if you’re stomping them, it will usually go 3-3 because it’s easier to stop the payload to reach the goal than to push it to the goal. So even if you dominate 3 times in a row, if you don’t push the payload exactly at the end at least once, you’ll just get one point for getting the payload and they’ll get one for stopping it. And since the last point can only be gotten with offence, it will then be “first to cap wins”. I had a game where we clearly dominated and took the payload three times out of three, had the payload one time basically at 1 cm of the goal, but the enemy team somehow managed to cap the payload the 4th game. They won. none of what we did beforehand mattered. Also had one time when we managed to put it to the goal at the second time, going 3-1, but then they capped, 3-2, then didn’t manage to score, but since the 4th cannot be won in defence it seems, we didn’t won any point at all in that game even though they failed. Had to cap the payload to finally win after one game with absolutely no point in trying (we would have stayed at the starting point it would still have been 3-3, so that would still have been decided by the last game anyway, except if we didn’t cap the payload, but we did so~).
-several of those characters are clearly copy of OW/BB characters, and it’s blatant. Played several games with the knight, that’s basically Reinhardt with a flamethrower instead of a hammer.
-game itself feels bland to play. It’s lacking too much the character chatter of BB, or the prettiness/smoothness of animation in OW. It’s basically taking the worse of both.

-> Paladins right now feels like a game that is targeted toward
-BB fans who cannot play BBE because too few players
-Peoples who don’t want to/can’t pay for OW/BB

That being said, some of the stuff in itself isn’t bad. I appreciate the fact that rare and epic skins actually change the 3D model, for example. Of course since it’s FTP it’s behind a paywall. But well, we’re currently being asked to pay 1000 platinum for change in texturing after paying 65€ for the game+SP, so yeah. I hope that at least with the arrival of the first SP mission things on that point will get a bit better… Although I can’t help fear low level skins for characters once again. Plus it doesn’t solve that point for peoples who bought the game 50€ without the SP.

I also like the way the game counts the “kills” and “killing streak”. It’s basically combining kills and assist and don’t make a difference. it will only record “solo kills” on a different column, but that’s it. (meaning kills without any assist. If you were several to target the same player, everyone will get the normal kill and that’s it, so solo kills almost don’t happen). That was cool, and I would actually like GBX to consider that way to score. That felt so more adequate like that.

->Maybe we should whisp a GBX dev to ask them to look at it and test it that way ?

btw, casual play was really… casual.

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Arguable. Those choices give him survivability. And killing a few minions for 5 powered up skills? That’s great. Furthermore, let’s not forget PVE. It’s even better there

U are aware that my post is quoting and expaining other person that he/she made a mistake while quoting numbers?

Nobody ever lost me THAT soon!

(I edited twice to correct some pathetic typos.)

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@lucagoes

What was the 2010 game?

I think autocorrect may have worked against you again lol.

The game was Global Agenda, released back in 2010:

Copied directly from the official Hi-Rez response on Reddit:

Global Agenda, a class based Shooter/MMO game, was started in 2005 as the studio’s first project.
The Global Agenda design was inspired by Tribes (Jetpacks, Weapons), City of Heroes (cool Abilities, instanced PvE missions), and TF2 (Classes, Instanced PvP, weapon types). The initial idea was how to make a City of Heroes type mmo/game with real shooting.
Global Agenda was released in 2010 and we learned many lessons from it. It had too many features and game modes for us to be able to maintain enough depth into each one (5 different PvP modes, AvA, Solo/Co-Op PvE, Raids, Double agent, open world missions as well as complex MMO features like crafting, auction system, AVA world map, and much more)
Global Agenda was no longer generating much revenue even after some later expansions were released (like Sandstorm) and we started looking at alternative games we could create
One group began working on a new Tribes game (which became Tribes: Ascend) while another group started working on a third-person moba game (which became Smite).
In 2012 we started another project named Aurum (AU), it was a Fantasy based Global Agenda PvP like game and the first inspiration for Paladins. You can see from the video link below how the style is cartoony fantasy.
In Paladins (code name Chaos) pre-production, we experimented with both the Global Agenda Sci-Fi theme and the Aurum Fantasy theme. After a lot of testing the project team decided to go with the Fantasy theme.
Overwatch was announced. We were shocked and not sure what direction to take. We were already so far along with Paladins, but we didn’t want to compete directly against Blizzard.
We initially tried to find different ways to differentiate on game-play (different TTK, different style maps and game modes, different theme, etc), but the feedback from our tests, stats, and surveys showed that only a small part of our population was enjoying that style of game. In the end we said screw it and just made what we thought best, and closest to our original vision, even if people would think it’s too close to Overwatch.
We created almost all the Paladins classes and abilities using Global Agenda and Smite as our template. We used our Aurum fantasy theme from 2012 and Smite characters as placeholders (although some like Grover the tree just stayed).

This is not the full statement, if any of you are curious. There’s more in the link above where he goes into detail.

I’ve played a Turret building Dwarf engineer in three games now. Bet nobody here can name all three. I’ll give you a hint, it came before Overwatch or Paladins.

I hate when I want to respond with a slightly smart-assy answer and someone else beats me to it. Now I’m forced to like your post and just pretend it was me who said it.

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What producer would you want gearbox to belong to you

Lol, what I hate is they have devs that want to make something new and talk to the community, and hardly advertise their games