So I’ve taken some time to let Meltdown: Finale sink in and…I don’t like it. What used to feel like the alternative Competitive tier mode to me now feels way too short and it’s much harder to level up your character. If we’re going to keep using it in the future, I have a suggestion for how to make it more competitive.
One of the reasons the devs said they implemented the new version of the mode was because a Meltdown match could be won by a single stray minion jumping into the grinder unopposed. But having played Meltdown: Finale, I’ve noticed that about 75% of the matches I’ve won end with me escorting a Super Minion to the grinder in a completely unopposed lane. Furthermore, since Meltdown goes so much faster, everyone is at a lower level than they used to be by the end, making it a lot harder to take down two Super Minions. I think that the first round, where the Super Minion runs unopposed, should be nixed. Instead, give both teams a Super Minion wave from the start, with the strength of the minion based on the advantage earned in the first stage. If the minions meet each other in the lane by themselves, the one with the advantage will win, but still have taken a bit of damage. This will make it a bit easier for the disadvantaged team to clear the Super Minion from both lanes, but they’ll still have to coordinate a bit better to do it. From there, the minions would gain strength each round proportional to their advantages until the game ends, making them harder and harder to kill.
Alternatively, we could switch up the way the advantage works. Maybe the winning team can get a Shepard wave along with the Super Minion to help escort the bot, rather than just running unopposed by itself.
Either way, I think the unopposed Minion round needs to be cut, it’s really the thing that I feel is ruining what made Meltdown fun to play.