Original Post — Direct link

So let me get this straight. I really really enjoy Hyper Scape because it revives the BR genre for me. Such fast paced gameplay with focus on high speed and verticality is just great.

While playing the first technical test i was amazed by the responsiveness of the devs.

If you played the first technical test you know what "Hexfire go brrtt" meant... Hell the devs listened and nerfed it REASONABLE. Every patch until 0.5 was kept in bounds and was changing some aspects but never too many.

BUT this new patch is everything but in bounds. Having so many "huge" changes in a patch is completly unreasonable. The Protocol V is a great example for a well thought out change. Just like the mine changes.

I hope this is seen as constructive critisism. I didn't mean to further add salt into this reddit.

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

I can totally see how having this many changes in one patch is certainly overwhelming for some of you guys. Are you able to break down the specifics of what was a really out of line change for you?

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

Originally posted by UbiMorning

I can totally see how having this many changes in one patch is certainly overwhelming for some of you guys. Are you able to break down the specifics of what was a really out of line change for you?

flair: ubi-response

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

Originally posted by PsiEcstasy

I think it's not the right decision to just increase the cooldown on almost every ability because most of the abilities define the gameplay. In my opinion it would have been smarter to change the way the abilities itself work. Invisibility for example is a great ability but it's core mechanic is maybe too strong not the general cooldown. For example adjusting the time you're invisible or how easy it is to track someone who is invisible. If you are using slam and activate invis midflight it's almost impossible to track your enemy after that. I think this is a "better" way to handle abilities. Changing the cooldowns is easier than changing an abilities core behaviour i know that. But in the other hand i would really enjoy a patch which is smaller but more in depth and "creative" in some way.

Thanks for explaining! I do agree that Invis feels a bit too strong currently and agree it is more of an issue with its core mechanic as opposed to the cooldown really. How would you change it to make it easier to track when invis? I've seen some players give the suggestion of adding a glint/shimmer for Invis.