Original Post — Direct link

Okay since I got a response from Ubisoft on my last post to mention what I liked/ didn’t like about this patch. I’ll make this as detailed as possible and I will give my feedback about everything in this game. I clearly don’t want this whole patch to be reverted but suggested changes will be discussed. Feel free to discuss the reasoning behind the proposed changes and again this is all my personal feedback and opinion so keep it respectable.

To start things off a little background about me as a player. I have a total of 8 Days 3 Hours and 10 minutes of play as of the time writing this post, I’m not much of a grinder as other players but I play this game fairly a lot. I play on PS4 NA servers so I never faced issues with empty lobbies, except when I play really late at night. I have a 17.7 K/d and a 44% winrate. I’m what a casual player would call a “sweat”. And I know I’m sounding entitled writing this post but I care deeply about this game and I want to watch it become the greatest BR out there because it has the potential to be. Now let’s start the feedback.

General Feedback

The state of the game

Let’s face it. This game didn’t get a fair chance since launch. The game had a long beta which lead to the hype around it dying out when it launched for consoles. However, the main reason that this game didn’t succeed as much as was anticipated was the lack of skill-based match making. Yes, I understand that it’s hard to implement SBMM in the early days of launch of a BR game. But this game is a very mechanically demanding game and has one of the highest skill ceilings of any game. This would lead to a MAJOR skill gap in lobbies since the player base itself isn’t that large. So new players don’t get a chance to play the game, learn it, improve, and compete with the older more experienced players and don’t give this game the time. Moreover, since relatively new players don’t play the game the player base and hence the lobby size will dwindle. This would leave the committed players and the new players with a sub optimal experience with 10 squad lobbies. And here comes the infamous phase of “this game is dying so why bother with it”. And a vicious cycle of players leaving due to small lobbies, and small lobbies happening due to players leaving. The last thing this game needed right now is a “polarizing” updated because the committed players are hanging onto this game from a staw.

Skill based match making

First of all, the biggest mistake implemented in this game is making the “ranked” and permanent mode to be squad crown rush. When it makes much more sense to implement this system to accurately assess a player’s performance in solos. I have played with my friends in squads and many of them cheesed their way into champion because we would let those players get the kills. Solos needs to be the ranked permanent mode. And for the time being the LTM (squads, faction wars, turbo mode, etc…) should be a fun experience that people want to play with their friends and streamers want to play with their viewers.

What this game needs to do in the future

This game needs another launch when crossplay is implemented. I’m serious. A marketing push with sponsored streamers. The launch should include skill based match making in its early days. And fixing the balance of the game from the skilled player’s perspective. This game has a high skill ceiling in its design. STOP LOWERING THE SKILL CEILING TO LOWER THE PROMINENT SKILL GAP AND MAKE THIS GAME MORE WELCOMING FOR NEW PLAYERS WHEN YOU CAN SIMPLY PUT THE NEW PLAYERS TOGETHER IN THE SAME LOBBY AND HAVE THEM LEARN THE GAME PROPERLY.

Patch Feedback

Controller Aim Settings and FOV

I think these changes are great for controller users and they are much needed if cross-play would ever be implemented. However, it would be great if you added the option for players to use the old aim settings OR at least add a conversion method from the old sensitivity settings to the new sensitivity settings. I am still struggling to find my old sensitivity that I go in and out of the controls in between fights tweaking my numbers. Adding something to make the transition from the old sens to the new sens smoother for players would be awesome. Also, I noticed in this subreddit that people who run shoulder bumper don’t like that you made triangle into instant melee (this should be an option for them too) I personally don’t run it but I’m speaking for them. The addition of FOV is amazing.

Aim assist

Increasing the ADS aim assist for most hitscan weapons was not needed and needs to be reverted back to the old values. However, slightly nerfing hipfire aim assist was a very healthy and good change. As I mentioned earlier, STOP LOWERING THE SKILL CEILING TO LOWER THE PROMINENT SKILL GAP AND MAKE THIS GAME MORE WELCOMING FOR NEW PLAYERS WHEN YOU CAN SIMPLY PUT THE NEW PLAYERS TOGETHER IN THE SAME LOBBY AND HAVE THEM LEARN THE GAME PROPERLY. I’ll go over each weapon individually in my weapons section.

Health Regeneration Nerf

Okay this is where all the backlash comes from. Having to wait 15 seconds to begin the healing process with 7.5 hps is highkey madness. This means that it would take exactly 29.8 seconds to fully heal from 3 max Komodo shots. Not to mention that if you were damaged on the 14th second by a random hexfire shot flying your way would reset the timer and make it take 44.33 seconds to get back to full health (FUN). You see why the player base is frustrated by this change the most? The main reason why this game stands out among other BR games is of how fluid and fast paced the gameplay is, hiding in a corner of a building after every fight is neither fluid nor fast Ubisoft. Now I understand that this change was to address the issue of people running away easily when chased down which was mainly an issue with invisibility and invulnerability which I will go over in a bit. I think that changing the delay to 7 seconds with the invis/invul nerfs would make it harder for people to escape when chased and hence be a healthier change to the game. The addition of candy in the game is a cool event, a cool addition for the game in the future is killing an enemy drops a candy (make this change permanent to address third partying)

Weapon Feedback

Mammoth

  • Slightly Increase bullet spread in hipfire.
  • Slight buff to damage from 4/5 to 5/6.
  • Add damage falloff 20m

Riot one

  • ADS aim assist reverted
  • Keep the damage falloff (70m)
  • Keep hipfire Aim assist nerfed.
  • Slight Rate of fire nerf

D-tap

  • Solid changes on the d-tap, makes it more reliable as a secondary weapon to finish off someone.

Atrax

  • Revert ADS aim assist
  • Revert explosion radius to 4.5R.
  • Slight rate of fire nerf

Skybreaker

  • Revert explosion radius changes
  • keep damage buffs.Louder sound cue for a skybreaker shot travelling in the air should be added.

Salvo EPL

  • Revert damage changes
  • Revert radius changes
  • Keep proximity radius buffs.

Komodo

  • Change damage numbers to 30/35 (Previously 29/34 and currently 32/37)
  • Explosion radius effect changed to 3R (2.5R previously and currently 3.5R)
  • Increase distance for max damage to 25m (currently 15m I think)
  • -Increase minimum damage from 8/9 to 10/12

Protocol V

  • Keep all changes

Dragonfly

  • Keep all changes

Hexfire

  • Rever ADS aim assist buff
  • Keep hipfire aim assist nerf

Harpy

  • Revert ADS aim assist buff
  • Keep hipfire aim assist nerf.

Ripper

  • Revert ADS aim assist buff
  • Revert hipfire aim assist nerf
  • Keep damage falloff.
  • Nerf damage from 12/14 to 11/13.

Hacks

Wall:

  • Keep changes
  • Fix issue when wall used indoor that creates a bugged wall
  • Long pressing hack button destroys placed wall

Platform

  • No feedback

Mine

  • Keep changes

Invisibility

  • Keep changes

Magnet

  • Slightly increase trigger time

Reveal

  • Duration reduced from 8 seconds to 5 seconds
  • Now creates an outline visible from behind walls (similar to the outline of the crown holder but red)

Invulnerability

  • Keep the changes

Heal

  • Heal across fusion [HP/s]: 7/9 (previously 7.4/10.5 and currently 4.4/6.6)
  • Heal cooldown now begins after heal is either destroyed or duration ends (10s)

Ball

  • Increase cooldown 14/13/11/10/8 (previously 12/11/10/9/7)
  • Increase ball HP to 100 HP (previously 70?)

Teleport

  • Increase teleport distance to 20m (previously 18m)
  • Increase cooldown across fusion to 13/12/11/10/8 (previously 12/11/10/9/7)

Shockwave

  • Add an outline tracker (similar to magnet and heal) when button is pressed

Slam

  • Reduce cooldown across fusion to 13/12/11/10/8 (previously 12/11/10/9/7)
External link →
over 3 years ago - /u/UbiMorning - Direct link

Thank you so much for the incredibly detailed write-up! This is absolutely fantastic and just the kind of stuff I look forward to reading.

However, it would be great if you added the option for players to use the old aim settings OR at least add a conversion method from the old sensitivity settings to the new sensitivity settings

Zytiv has put together some videos for original settings for each response curve! I recommend giving them a peek and seeing if that helps. VonSpriggan also put together a video on how to help you determine your optimal settings.

Also, I noticed in this subreddit that people who run shoulder bumper don’t like that you made triangle into instant melee (this should be an option for them too) I personally don’t run it but I’m speaking for them.

This has been flagged up to the team!

I think that changing the delay to 7 seconds with the invis/invul nerfs would make it harder for people to escape when chased and hence be a healthier change to the game. The addition of candy in the game is a cool event, a cool addition for the game in the future is killing an enemy drops a candy (make this change permanent to address third partying)

I personally agree that either between 7 to 10 seconds would be a better option instead of the current 15. The overall time to heal (exlcuding the Heal hack and the candies) is super long. As I've touched on another post before, the Cat-And-Mouse chase that is the game is part of Hyper's identity, but there is also a line where that becomes increasingly frustrating. I am curious to know more people's thoughts on having a system like the candies permanently? I think most players aren't feeling the full effect of this change due to the candies.

I haven't heard too much discussion about the Mammoth currently. I personally run it myself and think it's in a fairly good spot where it's at (To be fair, I play on PC. The console experience may be different than what I play with). Mammoth used to be at 5/7 before patch 1.1, which was a huge pain. I feel like some players might be warry to buff it again? Although, I think reducing the range may be an okay change. I could see buffing the damage in response to greatly shortening its range.

I personally think the Riot One could use a very slight ROF nerf. The Riot is meant as a high-skilled weapon for sure, but there's also a point where the reward is too strong. I think a ROF nerf would be an okay way to knock it down a peg instead of adjusting the damage just yet.

D-Tap is an interesting one for sure! I think it is in a much better spot now.

I also personally agree an Atrax ROF nerf would be helpful. I think Atrax's projectiles need to glow so players can see them easier. I touched on another thread about how I wonder what the Atrax would be like without Magnet being introduced at the same time.

Skybreaker could use a louder audio cue.

I haven't heard too much about the Salvo changes since the Komodo seems to be superior. I think reverting the damage would be fine. I don't think enough players have truly discovered it's power.

The gun of the hour - The Komodo. Personally, I do think Komodo needed a slight damage buff. I think the previous AOE was plenty enough. I used to love running Skybreaker Komodo before this patch. I would like to see an AOE reduction mostly. I've also thought about the possibility of giving it a ROF nerf to give a bit more breathing room to fight against.

The most I've seen about Ripper on console is the current ADS AA being fairly strong. I've noted this to the team to monitor. I think a slight damage nerf would be okay and the Ripper would still be viable.

I like the suggestion about being able to destroy your wall early! Regarding the bugged wall, are you talking about instances where you are trying to place it under you while in a building? If not, I'd suggest submitting a Bug Report if you have not done so already.

Increasing the trigger time on Magnet is an interesting take. Magnet appears to be more of an annoyance on PC currently. Some players were suggesting nerfing the activation timer. Can you give more details of your experience with Magnet?

Changing reveal to an outline is also an interesting take. It reminds me of release Lion in Siege. I would like to see what other people think of this.

Regarding Heal: Going back to the addition of Candies, if candies were to be part of the game permanently, do you think Candies would still be worth going after if Heal were to be increased again? Same with if the regen timer was at 7 seconds instead of 15.

Ball is also barely used on PC, so increasing the cooldown is an interesting one as well.

Adding an outline to Shockwave would be super helpful! I adore using Shockwave and have gotten used to it, but I def still panic and slip up on my placement.

Again, thank you so much for taking the time to talk about your thoughts! It is highly appreciated and helpful, especially to get more insight from console players.

over 3 years ago - /u/UbiMorning - Direct link

Originally posted by UbiMorning

Thank you so much for the incredibly detailed write-up! This is absolutely fantastic and just the kind of stuff I look forward to reading.

However, it would be great if you added the option for players to use the old aim settings OR at least add a conversion method from the old sensitivity settings to the new sensitivity settings

Zytiv has put together some videos for original settings for each response curve! I recommend giving them a peek and seeing if that helps. VonSpriggan also put together a video on how to help you determine your optimal settings.

Also, I noticed in this subreddit that people who run shoulder bumper don’t like that you made triangle into instant melee (this should be an option for them too) I personally don’t run it but I’m speaking for them.

This has been flagged up to the team!

I think that changing the delay to 7 seconds with the invis/invul nerfs would make it harder for people to escape when chased and hence be a healthier change to the game. The addition of candy in the game is a cool event, a cool addition for the game in the future is killing an enemy drops a candy (make this change permanent to address third partying)

I personally agree that either between 7 to 10 seconds would be a better option instead of the current 15. The overall time to heal (exlcuding the Heal hack and the candies) is super long. As I've touched on another post before, the Cat-And-Mouse chase that is the game is part of Hyper's identity, but there is also a line where that becomes increasingly frustrating. I am curious to know more people's thoughts on having a system like the candies permanently? I think most players aren't feeling the full effect of this change due to the candies.

I haven't heard too much discussion about the Mammoth currently. I personally run it myself and think it's in a fairly good spot where it's at (To be fair, I play on PC. The console experience may be different than what I play with). Mammoth used to be at 5/7 before patch 1.1, which was a huge pain. I feel like some players might be warry to buff it again? Although, I think reducing the range may be an okay change. I could see buffing the damage in response to greatly shortening its range.

I personally think the Riot One could use a very slight ROF nerf. The Riot is meant as a high-skilled weapon for sure, but there's also a point where the reward is too strong. I think a ROF nerf would be an okay way to knock it down a peg instead of adjusting the damage just yet.

D-Tap is an interesting one for sure! I think it is in a much better spot now.

I also personally agree an Atrax ROF nerf would be helpful. I think Atrax's projectiles need to glow so players can see them easier. I touched on another thread about how I wonder what the Atrax would be like without Magnet being introduced at the same time.

Skybreaker could use a louder audio cue.

I haven't heard too much about the Salvo changes since the Komodo seems to be superior. I think reverting the damage would be fine. I don't think enough players have truly discovered it's power.

The gun of the hour - The Komodo. Personally, I do think Komodo needed a slight damage buff. I think the previous AOE was plenty enough. I used to love running Skybreaker Komodo before this patch. I would like to see an AOE reduction mostly. I've also thought about the possibility of giving it a ROF nerf to give a bit more breathing room to fight against.

The most I've seen about Ripper on console is the current ADS AA being fairly strong. I've noted this to the team to monitor. I think a slight damage nerf would be okay and the Ripper would still be viable.

I like the suggestion about being able to destroy your wall early! Regarding the bugged wall, are you talking about instances where you are trying to place it under you while in a building? If not, I'd suggest submitting a Bug Report if you have not done so already.

Increasing the trigger time on Magnet is an interesting take. Magnet appears to be more of an annoyance on PC currently. Some players were suggesting nerfing the activation timer. Can you give more details of your experience with Magnet?

Changing reveal to an outline is also an interesting take. It reminds me of release Lion in Siege. I would like to see what other people think of this.

Regarding Heal: Going back to the addition of Candies, if candies were to be part of the game permanently, do you think Candies would still be worth going after if Heal were to be increased again? Same with if the regen timer was at 7 seconds instead of 15.

Ball is also barely used on PC, so increasing the cooldown is an interesting one as well.

Adding an outline to Shockwave would be super helpful! I adore using Shockwave and have gotten used to it, but I def still panic and slip up on my placement.

Again, thank you so much for taking the time to talk about your thoughts! It is highly appreciated and helpful, especially to get more insight from console players.

Oh! I also wanted to touch on the onboarding experience. The team is very much in the process of lots of tools for the game since swapping to a cell-based format. If you haven't read this blog post yet, I highly encourage you to.

The team has a whole group dedicated specifically to the onboarding experience! This includes things with the training arena and protecting newcomers in the actual mode. The team should have an update to share on their progress very soon!