The Best and Worst Characters, How do we fix this?

How do you aim ranged skills without the crosshair?

Eventually you just know where the crosshair is going to be. For example, I’m so used to Gallys shield throw that I dont need a crosshair anymore, I just know where its going.

Hardcore. :wink:

I also don’t try to throw it across the map either though lol. I’ll wait to within about 10 yards and then try to hit them.

You’re right, but at the same time, if his characterization were changed to “attacker” people would try to be even more aggressive with him.

I think Toby is destined to be a character that isn’t well understood. I’m ok with that. I always seem to gravitate to the characters no one wants to play.

@Modular

I’ll have to check for instant cast… would be awesome on this char! Not so much on Oscar Mike.

So I have been focusing on playing characters i did not like or do as well in. So here is some updated thoughts now that im level 55.

Deande is still very difficult and i only get a kill if i can surprise the person or have their attention focus else wear. I understand that is what assassin means but with some characters who get to have like 3k health i have no chance of killing them before they can escape. So you might just think not to go for them but in a match i don’t know what the other team is picking and i have to engage in team fights to win. So what i am trying to say is that it can be very difficult because there is a lot of factors on if she will do any good in a match and i guess that’s what gives her the difficult rating but to me that just makes me not want to play as her when there are characters that are all around good.

Kleese is much better then i originally thought, he is a minion destroyer and becomes a very solid support character if you know how to hit and run or lead enemies through your area of effect pillars. So with some skill i was able to start wracking up a dozen kills per game but he wear the biggest target me sign in the game so you have to be patient and run away a lot. Otherwise i am having a lot of fun with him.

Caldarius: He is one of those character that is split between melee and a gun attack. I think all around he seems under powered with having to split what skill to focus on without any synergy between the skills. Also add in that his jump power sucks at first and require gene upgrades to make it good, it feels like his progression is slow and does not lead up to anything solid. I will say that he was good at taking out waves of minions and then getting out of a situation but otherwise i did not think he offered much.

Mellka: The other split character between melee and a gun attack. I just do not know how to play her because her skills felt weak to me and the gene upgrades didn’t seem to make them improve by much. Her get away jump did not really help me get away from combat unlike benedict’s launch back. Her stab is really hard to hit with and often time it seems like impacting a player usually shoved them to the side so my knife arm missed what is super frustrating. Has anyone had some success with her?

Boldur: So i was wrong on a few of the points i made about him and upon playing him more like a tank support and not a killing machine i get the flow in which he should be played. I was even finally able to get a few kills but that was mostly because i had a good team and one on one conflicts people got away from me. I still find that both his skills are hard to connect with and he spends a lot of time having to go back to base to heal because health restoring stations are slow for a tanks amount of health. So he is not as bad as i first thought i feel like for the skill he requires to get good he should be a bit better at what he does.

Whiskey Foxtrot: So i noticed people complaining about him and i only played him once and i was not really impressed so i went back and tried some more. I do not think he is as strong as oscar mike and that’s a big problem, his skills are just under powered. His shotgun blast makes me hit r1 every time i shoot a charge what is super annoying when i’m trying to hit someone with it multiple times. His sticky bomb just does not put out the damage or have cool gene upgrades. I think they did it because he has 2 damaging skills so they did not want him to do to much damage but i feel like that’s just poor character planning.

Toby: So after learning how to play kleese i went back and played toby to see if my stay back and support attack tactic would work. My results was i did not die as much but i did not really get any kills, i was an annoyance to the other team what i guess is what he was meant for but with kleese i was wracking up kills still. So my new thoughts is that Toby is still too bulky and slow for a in the back support character. I was almost always get targeted and killed quickly in any team fight and it was still hard to hit anything with his railgun from a distance. I would probably be happier is toby was in like a krang sort of robot from ninja turtles. Thinner and faster would make me happy.

Any more thoughts about any other characters and how to balance them? I mean it is just good to know other people see these problems because i do not want to play a game with 25+ characters and only use 3-4 of them because they are the best all around (having good skills that synergize, better gene upgrades and sometimes even a stronger passive or main attack).

Have to agree on that bit about Caldarius. I feel like his helix tree is a bit lacking in impact compared to other characters. Thought it was just me…

A BIG drawback to the game’s Battleborn, currently, is the collision detection with minions. It’s quite silly how easily larger Battleborns literally get trapped in a minion wave. Being as they’re already larger and easier targets to hit, they shouldn’t have to suffer the extra collision detection on minion waves.

EDIT- Collision detection is the more appropriate title for the issue, not hit detection.

I have just noticed that a patch has come out for today, I will put a link below if you have not seen it.

Ambra [Nerfed] - She needed this to be honest, my one worry is that they changed a lot of little things instead of just one major thing what could change the way she plays a bit too drastically but time will tell. I feel like no matter what she will still be one of my favorites thought now it will be harder to get kills and stay alive.

Galilea [Nerfed] - Once again a lot of changes but mostly taking out her damage and survive-ability like with ambra. This might just make players go to the damage side of her gene tree instead of the sustainability side. I am really interested to see just how much this will slow her down even more then ambra because she will need more turret cuddle time or back to base running.

Ghalt [Buffed] - I am sooo happy about this. You need skill to play this guy and for the difficulty he just did not put out much damage and for his size was an easy character to target and kill. So this should help him keep people at bay.

Shayne & Aurox [Nerfed/Balance] - I never really saw a problem here…I did not play her that much but i fought against her a ton and never thought she needed nerf. Did other people have problems with her?

El Dragon [Nerfed] - He was a beast to handle but his speed was the most annoying thing about him (especially his get away mile long dash). I like that his max health was reduced though, this should help getting him down. Once again i was not aware of a problem with his damage but i did rank him in a high tier so this just brings him down to a normal level i guess.

Kelvin [Buffed] - I know his genes could give him over shields but i am totally clueless why this needed to be addressed. Eldrid don’t use shields and i thought it was a weird mechanic for him especially because he stacks health but it might just be me not really understanding kelvin. I will have to defer to other peoples comments on if he needed the buff.

Kleese [Re-balanced] - His arm cannon was super weak, i always took charged shot so i could do sniper amounts of damage but if they re balanced it then it just gives me more options what is always a good thing.

Also changed Incursion shield recharge speed on the spider robots, i don’t think 4 seconds matters much because you have to do it in fast pushes but who knows.

Bug fixes - This one really annoys me personally because after the first day i had my gear load out system fail so i can not select any gear load-outs past my first set up. Handy capping my play experience like no other! Dozens of people have reported this bug on the forums and no one has commented on it or fixed it. So i am glad they are working on some things but compared to how high a character can jump THIS IS A MAJOR PROBLEM.

I’m currently starting to play Kelvin to figure him out…

First thoughts? He needs those shields to be effective. Without them, he doesn’t even really qualify as a tank. Thankfully, his Bite is a short cooldown. Unthankfully (not a real word), I have to go into options and change the way my abilities fire every time I change from (or to) him to another Battleborn. He also suffers from the shared minion collision detection issues that all larger Battleborns suffer. They should really find a way to address that, as engaging an enemy at the point of minion engagement puts him at a huge disadvantage due to being blocked by minions left and right.

I love Galilea and El Dragon. This makes me sad.

Also, no buff for Whiskey Foxtrot? Really?

Collision mechanics are a pain in this game. Such as small ledges that need to be jumped for some reason or just not being able to move around minions or players. It is super frustrating and can be the biggest challenge for a large melee characters, this mechanic forces you to play a certain way and makes you have to be painfully aware of your surroundings more so then a ranged characters. It is a difficult mechanic to change though without it become favorable for one side or the other. Deande needs to be able to keep a large tank from falling back by standing behind him if she has any hope of killing that character. Smaller melee attackers that could be pushed around by the bigger ones would be at a disadvantage. I am just not sure there is a better way, although i would still like one.

I think just being able to push the minions to the side when running at them would solve the problem without favoring one or another. Player collision detection is fine, in my opinion (at least, not bad enough to warrant change).

That part jumped to my eyes where you say you cant solo over 3k health champion.
Those champions are tanks who are designed to soak damage for whole team. Tanks should not be easy kills and definately not soloable with any character in mid/end game if tank is not under leveled. You need to gank it with your team and this is how It should work. If you can solo tanks who doesnt play stupidly, the game mechanic is broken.

With boldur, I’ve found having your shield up whenever your under fire is mandatory. Your shield can soak a ton of damage and get you in position to stun and kill. The other tidbit I like is if you hit someone with the shield slam, you can hit them into another person for the stun too. I use it to hit minions into people I’m chasing to stun them if I can’t hit them into a wall. It’s fun

I agree little minions should be able to be able to be pushed out of your way. In no way does this hurt other characters or hamper the games dynamics. It would only make melee and big characters have a better chance of escaping what is an important part of the game.

As for ganking tanks, i understand what you mean. I would just want to have the trade off of having lower health balance out with the damage i do. I can not survive a one on one battle with any melee character and my targets are only support character since thats all i can out damage and survive because to melee someone down takes time and a chase scene. I mean try her out and if you have a good team that engages well you can rack up some kills but most of the time you will do short attacks and run without picking up kill and feeling like you have not done much in my play experience with her. I mean oscar mike is a better assassinate character! Should that not mean something!?

Now that i have said that i should probably defend it. First stealth for him can last longer and regenerate shields. You do not auto jump away from a target you might of wanted to stealth run to. His damage goes off way quicker with his explosive area of effect damage skills and then it is easier to chase down and shoot then melee. Oh his ultimate does not take 2 seconds before it hits leaving you able to get stunned or knocked up.

I still need to play Boldur more to get a feel for him but i think everyone can agree he takes a lot more skill to do anything with then most of the battleborn. It might just be a play style preference that makes him feel slow to me and unable to attribute as much as the other characters. I will probably comment more as i play more and get to play him.

This is why cast speed and look sensitivity should be able to be set on a per character basis.

1 Like

Yes! Puhhhhllleeeasssee GBX? :grinning:

1 Like

So here is my Tier List for the end of the beta, it would take forever to explain why i put them where i did but from my play experience and what i have seen on this forums this is where i rank everyone.

S Rank
Ambra
Galilea

A Rank
Oscar Mike
Shayne & Aurox
Thorn
Ghalt
Marquis
Miko
Montana
Kelvin

B Rank
Isic
Orendi
Pheobe
Kleese
Benedict
Rath
Reyna
El Dragon

C Rank
Deande
Caldarius
Melka

D Rank
Toby
Boldur
Whiskey Foxtrot
Atticus

1 Like