Original Post — Direct link

I just want to say I have had an absolute blast from the testing to open beta, I do not enjoy BR games but I gave this game a try and was hooked from the start!

After reading the patch notes it was really disappointing to see the changes made, if i'm honest it felt really lazy. I would like to see this feedback of TTK too high because i frequent this sub daily and not once have i seen a mention of TTK, I've seen invis, mines, Hapry, Mammoth and Protocol posts but TTK naaah. I have been in many fights which have indeed lasted longish time but this was not because of weapon damage it was because of the hacks being used by the opponent mainly invis and armour and i didn't mind its all part of trying to out smart your opponent with positioning.

Instead of putting thought into tweaking Hacks they just added increase cool down times, increasing these times slows the game which is what makes it unique from the other boring BR's and increased damage to weapons is just not the play for this game.

Anyway i could keep typing why i feel this is the wrong direction to go but i wont I am grateful for the fun I had with this game and I am happy for the people who feel this is the right direction for the game and I hope its successful on release!

GGs boys

External link →
over 4 years ago - /u/UbiMorning - Direct link

It would be extremely helpful for us if you could further explain your thoughts about why you think this patch was a step in the wrong direction. I understand if you don't want to, but I would appreciate it if you could!
What kind of specific Hack changes did you agree with, if any? What kind of tweaks were you hoping for instead? Did you agree with the Mine changes?
I do appreciate all the details the community has provided so far on specific issues with the patch. We are continuing to digest and record comments regarding the patch to get a better understanding.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by UbiMorning

It would be extremely helpful for us if you could further explain your thoughts about why you think this patch was a step in the wrong direction. I understand if you don't want to, but I would appreciate it if you could!
What kind of specific Hack changes did you agree with, if any? What kind of tweaks were you hoping for instead? Did you agree with the Mine changes?
I do appreciate all the details the community has provided so far on specific issues with the patch. We are continuing to digest and record comments regarding the patch to get a better understanding.

flair: ubi-response

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Bornnie

Firstly thank you for the response i can say that not many other games would message like this and to me it shows great passion for the game and towards the community so thank you again and i am more than happy to give my opinion on current patch changes.

I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

(I would just like to say everyone has a different steer on things and i do not think what I am about to type is the greatest feedback ever and i'm 100% right about how i feel the game should be because that would be delusional but this is what i think used to set Hyper Scape apart from the BR norm)

My first issue is TTK i honestly believe it was perfect before this patch, I will talk about weapons and my opinions around them, not every weapon just general feedback with TTK. All the weapons I believe were in a great spot damage wise i would have just liked a slight tweak to a few and the reason i say this is i do have my go to guns but if i got ressed and had to pick up someone else's load out it didn't bother me at all. To me that shows only small changes would need to be made.

WEAPONS

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

Skybreaker - i see absolutely no need to buff this weapon if anything it needed a slight nerf to damage or the range of the blast radius.

Protocol - I might be one of the minority on this one but i liked the one hit head shot at full fusion - if anything i would have reduced the range of the weapon so you couldn't head shot from miles away if anything but kept it a one tap fully fused - but even with current patch change to this weapon i don't mind tbh

Harpy - needed a nerf the gun deletes a slight decrease in rate of fire maybe?

Komodo and Salvo - found them annoying for knock back however the latest change seems to address that and if i am fighting a player in close quarters I'm out of there as i know this is where the weapons shine ( this game is about choosing your fights and knowing when to dip out and reset hence with the increase in TTK it effects the game in a negative way for me)

D-Tap - i do not agree with the weapon in the game but i get why its here, again a slight decrease in rate of fire. My friends and I all played D-Tap and Skybreaker combo a few games and it was ridiculous how easy it was especially team shooting a player...

Hexfire - testing patch was ridiculously good and then went to a weapon you don't want to pick up - my honest onion of this weapon would have been to have a longer reload time and a lot less ammo other than that i would have probably left everything else the way it was in testing.

IMO above the weapons only needed slight tweaks that's all - now where it may have felt TTK was too long would potentially have been due to HACKS rather than damage from the weapon itself i'll talk about the hacks similar to above in regards to the changes. In cool down i actually didn't think any changes were needed to 90% of them just again slight tweaks to how the ability is used.

HACKS

Mines - Hell i think everyone knew they needed a change, i never played with them and hated playing against them i also feel it ruined the raw flow of the game but again they are in for a reason - from the patch notes currently changes aren't too bad personally i would have just decreased the damage as is now and the chase distance and only when the mine has exploded would the player have their cool down re activate which would have reduced the rate of spam from opponents.

Armour - implement a decay style just like the ball upon being hit so if you were chasing and putting damage in you could possibly get the kill quicker. but only from level 4 or 5.

Invis - the counter is reveal but lets be honest that needs some work and i bet is rarely used unless upon a drop you don't have much else to pick up (as previously said i play Quake champions and one character Nyx has an ability called ghost walk (invis) now this can be countered with another champion Visor who has a wall hack ability but if you are also nyx if you ghost walk too you can see and chase. now this would help the chase potentially if invis did something similar again to do this you must also have invis so i cant see it being too overpowered other than that it was annoying but the sound queues aren't to bad at all.

Reveal - i know nothing has been done to this but i did post an opinion around potentially having a benefit of blinding your opponent ( now I'm not talking the length of say call of duty but 0.5 of a second to either get a position on someone or even help aid escape)

Heal - I use a lot and even i felt it stayed up a little too long and healed a little too quickly so i'm fine with the decrease in duration and also the fact of how little health the heal pod has its very easy to destroy during an engagement - cool down a little too harsh imo

Ball - well i thought it needed a buff if i am honest and i do not use the hack its not my style but because of the size its easy to spot and hit i would have thought an increase in armour defence and a slight decrease in duration.

Shockwave - thought i was in a good spot but to decrease the damage of the shockwave to an opponent confuses me slightly if the issue with the game is TTK? i would have left as and not change cool down. Mobility for me is what makes this game amazing to play and also re positioning for fights cool down needs to be low for these mobility hacks to get in peoples faces or to evade - mobility hacks have never been the problem as you are always pretty much visible to be shot and if the enemy doesn't have mobility as they are running invis and armour for example then that's just the way it goes you can't win them all. also commented in another post of possibly adding more jump pads around the map to make mobility hacks less of a must this would help people chase who haven't got mobility in their arsenal.

Slam - similar to above its what makes the game stand out from the rest don't care about the damage of slam being decreased as i would only do for a slam kill if the opponent was at pixel health - i would have left cool down the same

Teleport - as above wouldn't of touched

Wall - perfect change current patch

For me as i said on this post, the damage buff just felt like a lazy way out of some small changes to weapons and hacks. I'm sure it wasn't but that's how it just came across to me personally.

Sorry for the long winded reply as I am sure this wasn't actually what you was asking for however i have a real passion for the game, i hear a lot about people testing the game behind the scenes etc and want to say please don't just go for yes people you also need people who will be honest with you even if its not what you want to hear and that's not saying they are right in what they say but at least its a different perspective for everyone to think over.

and again thanks for the time I've had on the game I really have enjoyed it hopefully I will return if things change! keep up the good work!

cheers

I have been up to my eyeballs in replying to posts today, but I promise I will do a breakdown to your reply! I really really really appreciate the amount of effort you put into your breakdown and it is exactly the type of feedback I really enjoy. I talked about this on Twitter as well. Thank you so much and I will give you a real reply tomorrow :D

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Bornnie

Firstly thank you for the response i can say that not many other games would message like this and to me it shows great passion for the game and towards the community so thank you again and i am more than happy to give my opinion on current patch changes.

I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

(I would just like to say everyone has a different steer on things and i do not think what I am about to type is the greatest feedback ever and i'm 100% right about how i feel the game should be because that would be delusional but this is what i think used to set Hyper Scape apart from the BR norm)

My first issue is TTK i honestly believe it was perfect before this patch, I will talk about weapons and my opinions around them, not every weapon just general feedback with TTK. All the weapons I believe were in a great spot damage wise i would have just liked a slight tweak to a few and the reason i say this is i do have my go to guns but if i got ressed and had to pick up someone else's load out it didn't bother me at all. To me that shows only small changes would need to be made.

WEAPONS

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

Skybreaker - i see absolutely no need to buff this weapon if anything it needed a slight nerf to damage or the range of the blast radius.

Protocol - I might be one of the minority on this one but i liked the one hit head shot at full fusion - if anything i would have reduced the range of the weapon so you couldn't head shot from miles away if anything but kept it a one tap fully fused - but even with current patch change to this weapon i don't mind tbh

Harpy - needed a nerf the gun deletes a slight decrease in rate of fire maybe?

Komodo and Salvo - found them annoying for knock back however the latest change seems to address that and if i am fighting a player in close quarters I'm out of there as i know this is where the weapons shine ( this game is about choosing your fights and knowing when to dip out and reset hence with the increase in TTK it effects the game in a negative way for me)

D-Tap - i do not agree with the weapon in the game but i get why its here, again a slight decrease in rate of fire. My friends and I all played D-Tap and Skybreaker combo a few games and it was ridiculous how easy it was especially team shooting a player...

Hexfire - testing patch was ridiculously good and then went to a weapon you don't want to pick up - my honest onion of this weapon would have been to have a longer reload time and a lot less ammo other than that i would have probably left everything else the way it was in testing.

IMO above the weapons only needed slight tweaks that's all - now where it may have felt TTK was too long would potentially have been due to HACKS rather than damage from the weapon itself i'll talk about the hacks similar to above in regards to the changes. In cool down i actually didn't think any changes were needed to 90% of them just again slight tweaks to how the ability is used.

HACKS

Mines - Hell i think everyone knew they needed a change, i never played with them and hated playing against them i also feel it ruined the raw flow of the game but again they are in for a reason - from the patch notes currently changes aren't too bad personally i would have just decreased the damage as is now and the chase distance and only when the mine has exploded would the player have their cool down re activate which would have reduced the rate of spam from opponents.

Armour - implement a decay style just like the ball upon being hit so if you were chasing and putting damage in you could possibly get the kill quicker. but only from level 4 or 5.

Invis - the counter is reveal but lets be honest that needs some work and i bet is rarely used unless upon a drop you don't have much else to pick up (as previously said i play Quake champions and one character Nyx has an ability called ghost walk (invis) now this can be countered with another champion Visor who has a wall hack ability but if you are also nyx if you ghost walk too you can see and chase. now this would help the chase potentially if invis did something similar again to do this you must also have invis so i cant see it being too overpowered other than that it was annoying but the sound queues aren't to bad at all.

Reveal - i know nothing has been done to this but i did post an opinion around potentially having a benefit of blinding your opponent ( now I'm not talking the length of say call of duty but 0.5 of a second to either get a position on someone or even help aid escape)

Heal - I use a lot and even i felt it stayed up a little too long and healed a little too quickly so i'm fine with the decrease in duration and also the fact of how little health the heal pod has its very easy to destroy during an engagement - cool down a little too harsh imo

Ball - well i thought it needed a buff if i am honest and i do not use the hack its not my style but because of the size its easy to spot and hit i would have thought an increase in armour defence and a slight decrease in duration.

Shockwave - thought i was in a good spot but to decrease the damage of the shockwave to an opponent confuses me slightly if the issue with the game is TTK? i would have left as and not change cool down. Mobility for me is what makes this game amazing to play and also re positioning for fights cool down needs to be low for these mobility hacks to get in peoples faces or to evade - mobility hacks have never been the problem as you are always pretty much visible to be shot and if the enemy doesn't have mobility as they are running invis and armour for example then that's just the way it goes you can't win them all. also commented in another post of possibly adding more jump pads around the map to make mobility hacks less of a must this would help people chase who haven't got mobility in their arsenal.

Slam - similar to above its what makes the game stand out from the rest don't care about the damage of slam being decreased as i would only do for a slam kill if the opponent was at pixel health - i would have left cool down the same

Teleport - as above wouldn't of touched

Wall - perfect change current patch

For me as i said on this post, the damage buff just felt like a lazy way out of some small changes to weapons and hacks. I'm sure it wasn't but that's how it just came across to me personally.

Sorry for the long winded reply as I am sure this wasn't actually what you was asking for however i have a real passion for the game, i hear a lot about people testing the game behind the scenes etc and want to say please don't just go for yes people you also need people who will be honest with you even if its not what you want to hear and that's not saying they are right in what they say but at least its a different perspective for everyone to think over.

and again thanks for the time I've had on the game I really have enjoyed it hopefully I will return if things change! keep up the good work!

cheers

> I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

I've noticed a lot of players within the community appear to be Quake veterans!

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

This is definitely a popular opinion within the community. The Mammoth was regarded as fairly strong as long as you could hit your shots. From my feedback analysis, the Riot feels like it is replacing the Protocol almost with the damage output. Pre-patch, some players felt the Ripper needed a tiny buff because of the Harpy.

Skybreaker - i see absolutely no need to buff this weapon if anything it needed a slight nerf to damage or the range of the blast radius.

How did you feel about the knockback change?

Protocol - I might be one of the minority on this one but i liked the one hit head shot at full fusion - if anything i would have reduced the range of the weapon so you couldn't head shot from miles away if anything but kept it a one tap fully fused - but even with current patch change to this weapon i don't mind tbh

I don't think that is the minority side really. I really liked watching trickshot compilations from the community and was obsessed with satisfying one-hit kill clips. On the other hand, it was really upsetting to be headshot from a super far distance. I personally agree that there should have been some damage drop off instead of straight damage nerf.

Harpy - needed a nerf the gun deletes a slight decrease in rate of fire maybe?

ROF could be a start. I've seen some players ask for an increase in recoil.

Komodo and Salvo - found them annoying for knock back however the latest change seems to address that and if i am fighting a player in close quarters I'm out of there as i know this is where the weapons shine ( this game is about choosing your fights and knowing when to dip out and reset hence with the increase in TTK it effects the game in a negative way for me)

The knockback was a frustrating aspect for a lot of players, particularly indoor fights, because you would get repeatedly knocked into a corner.

D-Tap - i do not agree with the weapon in the game but i get why its here, again a slight decrease in rate of fire. My friends and I all played D-Tap and Skybreaker combo a few games and it was ridiculous how easy it was especially team shooting a player...

The point of the weapon is to be a weapon for lower-level players, however, it shouldn't be too overpowered to give too much of a leg up. I personally think it feels like a mosquito and is annoying.

Hexfire - testing patch was ridiculously good and then went to a weapon you don't want to pick up - my honest onion of this weapon would have been to have a longer reload time and a lot less ammo other than that i would have probably left everything else the way it was in testing.

Hexfire during Technical Test was pretty strong, especially on controller (however that was related to a bug that has now been fixed). Most people think the Hex currently is not a great choice, and the only reason you pick it up currently is for the large mag size. I think a longer reload time may be helpful in this case.

Mines - Hell i think everyone knew they needed a change, i never played with them and hated playing against them i also feel it ruined the raw flow of the game but again they are in for a reason - from the patch notes currently changes aren't too bad personally i would have just decreased the damage as is now and the chase distance and only when the mine has exploded would the player have their cool down re activate which would have reduced the rate of spam from opponents.

A lot of the playerbase disliked the state of Mines pre-patch. It was a low risk Hack that was easily spammed and would disrupt the flow of fights.

Armour - implement a decay style just like the ball upon being hit so if you were chasing and putting damage in you could possibly get the kill quicker. but only from level 4 or 5.

I like this idea! I think Armor should be able to break after being shot at.

Invis - the counter is reveal but lets be honest that needs some work and i bet is rarely used unless upon a drop you don't have much else to pick up (as previously said i play Quake champions and one character Nyx has an ability called ghost walk (invis) now this can be countered with another champion Visor who has a wall hack ability but if you are also nyx if you ghost walk too you can see and chase. now this would help the chase potentially if invis did something similar again to do this you must also have invis so i cant see it being too overpowered other than that it was annoying but the sound queues aren't to bad at all.

Interesting suggestion! Most players seem to be asking for some kind of visual cue (like a shimmer) to help track better. While the audio cue is prevalent, it is still difficult to try and track someone down.

Reveal - i know nothing has been done to this but i did post an opinion around potentially having a benefit of blinding your opponent ( now I'm not talking the length of say call of duty but 0.5 of a second to either get a position on someone or even help aid escape)

Reveal having an option to blind while also revealing an enemy would be interesting. I know some players have mentioned wanting to buff the Hack since it feels not worth picking up currently.

Heal - I use a lot and even i felt it stayed up a little too long and healed a little too quickly so i'm fine with the decrease in duration and also the fact of how little health the heal pod has its very easy to destroy during an engagement - cool down a little too harsh imo

I also felt that Heal kind of lasted a bit too long.

Ball - well i thought it needed a buff if i am honest and i do not use the hack its not my style but because of the size its easy to spot and hit i would have thought an increase in armour defence and a slight decrease in duration.

I also thought Ball didn't really need a nerf. It is really a "meme hack" within the community. I think an increase in armor would be nicely paired with a slight decrease in duration.

Shockwave - thought i was in a good spot but to decrease the damage of the shockwave to an opponent confuses me slightly if the issue with the game is TTK? i would have left as and not change cool down. Mobility for me is what makes this game amazing to play and also re positioning for fights cool down needs to be low for these mobility hacks to get in peoples faces or to evade - mobility hacks have never been the problem as you are always pretty much visible to be shot and if the enemy doesn't have mobility as they are running invis and armour for example then that's just the way it goes you can't win them all. also commented in another post of possibly adding more jump pads around the map to make mobility hacks less of a must this would help people chase who haven't got mobility in their arsenal.

I agree that the mobility factors within the game are what make Hyper unique and fun. I personally really liked using Shockwave and didn't really like the nerf to damage.

Slam - similar to above its what makes the game stand out from the rest don't care about the damage of slam being decreased as i would only do for a slam kill if the opponent was at pixel health - i would have left cool down the same

From what I have been reading, a lot of players would agree with you that the cooldown changes to Slam feel too harsh because it is a vital movement ability. Same with Teleport as well.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by UbiMorning

> I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

I've noticed a lot of players within the community appear to be Quake veterans!

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

This is definitely a popular opinion within the community. The Mammoth was regarded as fairly strong as long as you could hit your shots. From my feedback analysis, the Riot feels like it is replacing the Protocol almost with the damage output. Pre-patch, some players felt the Ripper needed a tiny buff because of the Harpy.

Skybreaker - i see absolutely no need to buff this weapon if anything it needed a slight nerf to damage or the range of the blast radius.

How did you feel about the knockback change?

Protocol - I might be one of the minority on this one but i liked the one hit head shot at full fusion - if anything i would have reduced the range of the weapon so you couldn't head shot from miles away if anything but kept it a one tap fully fused - but even with current patch change to this weapon i don't mind tbh

I don't think that is the minority side really. I really liked watching trickshot compilations from the community and was obsessed with satisfying one-hit kill clips. On the other hand, it was really upsetting to be headshot from a super far distance. I personally agree that there should have been some damage drop off instead of straight damage nerf.

Harpy - needed a nerf the gun deletes a slight decrease in rate of fire maybe?

ROF could be a start. I've seen some players ask for an increase in recoil.

Komodo and Salvo - found them annoying for knock back however the latest change seems to address that and if i am fighting a player in close quarters I'm out of there as i know this is where the weapons shine ( this game is about choosing your fights and knowing when to dip out and reset hence with the increase in TTK it effects the game in a negative way for me)

The knockback was a frustrating aspect for a lot of players, particularly indoor fights, because you would get repeatedly knocked into a corner.

D-Tap - i do not agree with the weapon in the game but i get why its here, again a slight decrease in rate of fire. My friends and I all played D-Tap and Skybreaker combo a few games and it was ridiculous how easy it was especially team shooting a player...

The point of the weapon is to be a weapon for lower-level players, however, it shouldn't be too overpowered to give too much of a leg up. I personally think it feels like a mosquito and is annoying.

Hexfire - testing patch was ridiculously good and then went to a weapon you don't want to pick up - my honest onion of this weapon would have been to have a longer reload time and a lot less ammo other than that i would have probably left everything else the way it was in testing.

Hexfire during Technical Test was pretty strong, especially on controller (however that was related to a bug that has now been fixed). Most people think the Hex currently is not a great choice, and the only reason you pick it up currently is for the large mag size. I think a longer reload time may be helpful in this case.

Mines - Hell i think everyone knew they needed a change, i never played with them and hated playing against them i also feel it ruined the raw flow of the game but again they are in for a reason - from the patch notes currently changes aren't too bad personally i would have just decreased the damage as is now and the chase distance and only when the mine has exploded would the player have their cool down re activate which would have reduced the rate of spam from opponents.

A lot of the playerbase disliked the state of Mines pre-patch. It was a low risk Hack that was easily spammed and would disrupt the flow of fights.

Armour - implement a decay style just like the ball upon being hit so if you were chasing and putting damage in you could possibly get the kill quicker. but only from level 4 or 5.

I like this idea! I think Armor should be able to break after being shot at.

Invis - the counter is reveal but lets be honest that needs some work and i bet is rarely used unless upon a drop you don't have much else to pick up (as previously said i play Quake champions and one character Nyx has an ability called ghost walk (invis) now this can be countered with another champion Visor who has a wall hack ability but if you are also nyx if you ghost walk too you can see and chase. now this would help the chase potentially if invis did something similar again to do this you must also have invis so i cant see it being too overpowered other than that it was annoying but the sound queues aren't to bad at all.

Interesting suggestion! Most players seem to be asking for some kind of visual cue (like a shimmer) to help track better. While the audio cue is prevalent, it is still difficult to try and track someone down.

Reveal - i know nothing has been done to this but i did post an opinion around potentially having a benefit of blinding your opponent ( now I'm not talking the length of say call of duty but 0.5 of a second to either get a position on someone or even help aid escape)

Reveal having an option to blind while also revealing an enemy would be interesting. I know some players have mentioned wanting to buff the Hack since it feels not worth picking up currently.

Heal - I use a lot and even i felt it stayed up a little too long and healed a little too quickly so i'm fine with the decrease in duration and also the fact of how little health the heal pod has its very easy to destroy during an engagement - cool down a little too harsh imo

I also felt that Heal kind of lasted a bit too long.

Ball - well i thought it needed a buff if i am honest and i do not use the hack its not my style but because of the size its easy to spot and hit i would have thought an increase in armour defence and a slight decrease in duration.

I also thought Ball didn't really need a nerf. It is really a "meme hack" within the community. I think an increase in armor would be nicely paired with a slight decrease in duration.

Shockwave - thought i was in a good spot but to decrease the damage of the shockwave to an opponent confuses me slightly if the issue with the game is TTK? i would have left as and not change cool down. Mobility for me is what makes this game amazing to play and also re positioning for fights cool down needs to be low for these mobility hacks to get in peoples faces or to evade - mobility hacks have never been the problem as you are always pretty much visible to be shot and if the enemy doesn't have mobility as they are running invis and armour for example then that's just the way it goes you can't win them all. also commented in another post of possibly adding more jump pads around the map to make mobility hacks less of a must this would help people chase who haven't got mobility in their arsenal.

I agree that the mobility factors within the game are what make Hyper unique and fun. I personally really liked using Shockwave and didn't really like the nerf to damage.

Slam - similar to above its what makes the game stand out from the rest don't care about the damage of slam being decreased as i would only do for a slam kill if the opponent was at pixel health - i would have left cool down the same

From what I have been reading, a lot of players would agree with you that the cooldown changes to Slam feel too harsh because it is a vital movement ability. Same with Teleport as well.

For me as i said on this post, the damage buff just felt like a lazy way out of some small changes to weapons and hacks. I'm sure it wasn't but that's how it just came across to me personally.

I think that is a valid PoV! Many players have mentioned it feels like a bandaid solution. However, we will be compiling feedback suggestions from the past few days for the team to review so they can look back into what went well and what did not with this patch.

Sorry for the long winded reply as I am sure this wasn't actually what you was asking for however i have a real passion for the game, i hear a lot about people testing the game behind the scenes etc and want to say please don't just go for yes people you also need people who will be honest with you even if its not what you want to hear and that's not saying they are right in what they say but at least its a different perspective for everyone to think over.

This is exactly what I wanted!! I really appreciate you taking the time to write out all of this info for me. It really helps me get an idea of your perspective and an understanding of your thoughts.

Had to break it up a bit!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by inaxxx

Mine should be easier to kill. Even emptying your clip doesnt even kill it.

Skybreaker is too good and too easy to hit ppl. Damaging increasing as long as bullet travels is good, but it should also do less damage the farther away you are from blast radius. Or do the top damage if directly hit by the bullet, and less damage by being hit by blast radius.

Slam should do less damage when used inside houses. Like using it knowing theres a cealing that will make u bounce and hit the floor basically immediately looks unfair. Maybe damage could be greater if the player travels all the way to the sky.

I dont think i agree with buffing all weapons. Players shouldn't be too easy to kill. Its maybe ok with squads because players are easy to revive as well, but solos are very fun too, and playing for 10 minutes and then instantly get killed by a shot of protocol or mammoth without even having time to react and activate a hack to escape is frustrating. There are bad players in every game and there are pro players in every game. Looks like this was a patch to give out a hand to the beginners but now the pros completely own every match.

Thanks ubi. Amazing game.

To clarify, do you still think the Mine is still too difficult to kill after the patch?

I like the suggestion of having Slam do less damage indoors!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Dyttuu

You're replying a ton today, thank you.

Trying my best! Thank you so much <3