I’m a simple gamer.
I’m probably the type you don’t like, based on your experience with Phoebe.
When I play a game, I want to play a game.
I will play the game on my terms, or I won’t play it.
Game play that punishes my bottom line will become work and is then not worth my time/money.
This isn’t to say there isn’t a thrill with challenge or overcoming challenge, it has to do with enjoyment.
If something prevents me form playing a game that I want to enjoy, I hate it.
This applies to combos in fighting games, juggling me into oblivion instead of letting me interact if systems that break or dissuade combos don’t exist.
This applies to timers in games where I really want to explore the world, but they force me to do a specific plot related thing instead.
This is a totally selfish perspective, but that’s what I want out of something I am spending my money on to be fun.
With Battleborn being a hybrid shooter/MOBA, I think there is a responsibility to cater to your audience.
Capture obviously caters to the more Shooty McShootface crowd, where Meltdown is more a Moba McMoberton mode.
As an admittedly selfish gamer, I still recognize certain things can get out of hand, like zerging.
If Gearbox were to adjust the respawn timers to be more strict, I would endorse this be a decision based on Mode and not on PvP as a whole.
Taking me out of Capture for extended amounts of time is not fun for a Shooty McShooterface person like me.
Also, when you’re squishy, you can die more.
When you’re tanky, you can tank more.
I sure as heck don’t want to be punished for having less health in the equation either.
I don’t know if there is an equation based on health pool to respawn time or not, but I certainly don’t want a Montana to respawn as fast as an Orendi if Gearbox starts micro-managing spawn timers (italicized because it is a tangent opinion).
