tehleach

tehleach



09 Mar

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Should be fixed next patch, sorry my fellow jett mains


03 Mar

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Originally posted by uhwowcreative

u/tehleach help us use your I work in games. Team magic to fix this. Grinded to get astra only to be useless in game

Will take a look at this, sorry about that!!


19 Feb

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Originally posted by Sir_Cunt99

But what about 4v4v4?

2 teams would end up creating a lot of work across our entire stack, we have a lot of assumptions that there are maximum two teams. The work we did for deathmatch makes this a bit easier but it's still a ways off. We do want multi team modes at some point, but the cost to get multi team working means the mode will need to really call for it, and escalation didn't.


18 Feb

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Originally posted by CrushBreeze

Brimstone ult now ignites Viper's ult cloud and one shots all enemies within it

ayyy we spellbreak now poison + fire gauntlet combo is nasty

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Originally posted by tehleach

CONFIRMED CRUSH BREEZE IS NOW ON CHARACTERS TEAM

As someone not on characters team who also loves viper, I think we make her ulti continuously expand until it envelopes the entire map and last multiple rounds and it can only be cleared if jett uses her wind dashy abilities to clear the air, would be a double buff to jett and viper at the same time, good way to funnel some of jett's power to help the team too. And then later on maybe we make an agent who has big fan and can fan away the smoke

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Originally posted by SnooMemesjellies6310

Is Escalation intended to be a sorta gun game or the guns are completely random? I sometimes feel like the next tier of weapons is better than the last (ghost then sheriff)

So the intention is that it's roughly strong (very lethal) to weak (not very lethal), with some randomization. The randomization does allow for some relative deviation from that lethality - sometimes you'll see light weapons & pistols ordered with a weaker one before a stronger one - that's intentional currently, but something we'd be open to iterating on if people don't like it. The alternative would be to basically have a hard-set strength rating of each weapon and never let a weaker weapon show up before a stronger weapon - but I'd worry that would become stale quicker.

What are your thoughts on how it works now? Would you want it to be more true to the strong -> weak curve, or more random? Would you like to see it sometimes go weak to strong, sometimes full random, sometimes strong to weak? These are all options we considered and things we could do in the future, we just felt like strong->weak with some randomization felt best for this team-based version of the...

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Originally posted by ManWolfAxeBoss

We generally set out with a set of goals in mind, but we've done some "blue sky" explorations as well. For Escalation, we definitely knew we wanted "gun game" and some light team coordination.

There are several modes that are "on ice" for now. Not scrapped, because we may pull them back, even just in part, for the future. I'm super excited about redacted.

We plan to have a robust ecosystem for modes someday and daily rotations could certainly be a part of it.

oh man some of the internal playtests on redacted have been so hype, can't wait to see players get a redacted and transition it into a double redacted so the redacted gets redacted.

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Originally posted by Odd_Plantain_1633

Is there a way u could possibly add Jett knives to the game mode?

Sorta answered here

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Originally posted by Health_Own

Thee golden gun from spike rush is a great concept, any plans for a "One in the chamber" type mode? or at least another use for the golden gun?

A golden gun focused mode would be fun... 🤔

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Originally posted by [deleted]

[deleted]

Great question! Yeah so we all know in VALORANT "you don't kill with abilities". But for Escalation we specifically were looking for only the abilities that could do just that :D And furthermore we upped the damage on almost all of them - this was necessary because the ability levels felt almost impossible, especially if you got stuck on them - getting a kill with a shock dart that does like 90 max damage if everyone else has guns is basically impossible. So I ended up roughly doubling damage on all the abilities other than raze ult.

ANYWAYS - we started by looking at all abilities that could realistically secure kills. There actually aren't that many - it's basically Raze's kit, shock dart, mollies, a set of ultis, and then some weird ones that TECHNICALLY could kill you but never should like a cypher trap or killjoy turret. We picked out the ones that felt diverse and like they'd be the most fun, and then I did some frankenstein work to allow all agents to use them. I ran...

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Originally posted by mr_meowser06

How do you guys come up with new game modes?

This is a great question! The way we currently operate involves two parallel streams:

One stream is prototypes. Basically at the very beginning of our team we did a ton of brainstorming, both as a team and individually. We noted down modes we loved in other shooters and we talked about funny/crazy mechanics from our game we'd like to isolate & expand on. From there, over the past year-ish (our team is still pretty young), various people on the team have actually built out these prototypes. We've tested some pretty wild modes that really push systems in the game as they currently exist, and I can't wait for those modes to be closer to shippable :)

The other stream is product goals. As a team we feel like there's still a lot of room in the game for modes, so if we sat around prototyping for our entire existence we'd never ship ya'll any modes. So, we identify the most pressing needs in VALORANT as a whole and come up with a list of goals, and the types of players tho...

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Originally posted by CrushBreeze

We have a separate characters team that handles that stuff, so as the modes team we don't have too much say over those types of things. Too bad, or I would buff Viper to high heaven. I would make a change like, if you ever touch her snake bite at all, you only have 30 seconds left until you die of poisoning. She is the best!

CONFIRMED CRUSH BREEZE IS NOW ON CHARACTERS TEAM

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Originally posted by namdet

I actually really enjoy the Escalation mode! Not sure if this has been answered yet but Howcome when it comes to upgrading the gun, not everyone on your team upgrades?

Also any rioter reading this, I appreciate you and would love to get a Riot Fistbump buddy

Info: withthehomies#NA1

Hello! So the way levelling works is a bit tricky:

  1. Your team needs 7 points to move on to the next level. Current level kills give 1 point, previous level kills give .5 points.
  2. You (individually) need 1 kill to move on to the next level.

If your team moves on before you've gotten a kill, you'll be left behind until you get a kill, at which point you'll auto-advance.

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Originally posted by Shubham_Agent47

When are the devs going to make knife hit detection system more accurate? The escalation game mode makes it painfully obvious how bad it is

hahaha so you're saying you saw through my "just make the knife bigger and hit harder and make you go zoom" approach?

Yeah - we know the knife is not in a great state as it is. Some of the key issues from our perspective are reliability, hit satisfaction, and situational viability. We've got ideas on how to improve each of these areas but unfortunately couldn't get them in in time to ship with this mode. This is something we'd really like to do in the future, it's just a question of when makes the most sense to do it. There is an argument to do it to ship alongside this mode, but it probably would have added a month or so to the dev time for this mode and the rest of the mode was ready so it felt wrong to hold it and we felt that "BIG KNIFE" worked as a silly bandaid to make knife round at least bearable if not good.

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Originally posted by Hurdenn

Firstly, I need to say to you guys that I love Escalation and globally the game is great.

Do you think it'll possible to increase the player number in escalation or make it a three-team game mode?

Glad you're enjoying escalation! So player count is a weird one - we did some testing of 7v7 and it definitely upped the pace on the game. Some people really liked it, some people thought it made an already chaotic mode too chaotic. I felt pretty neutral either way, but the reason we ended up shipping 5v5 was mainly due to party sizes. A 7v7 would present one social problem: you queue up with your 5 stack between games, and now you get 2 randos attached to your team and no longer have full agency of the result of the game. And if we wanted to allow people to queue as 7 there would be a ton of client work to do and it would have caused us to delay this mode longer than we wanted to. 7v7 would also present a tech problem: assembling a team of 7 is harder for the matchmaker than assembling a team of 5, and we weren't sure how healthy the queue would be for this mode, so we were worried about creating long queue times with teams of 7.

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Originally posted by AcanthaceaeStatus

Will there be a ffa escalation in customs to mess around with a group of friends?

replied above

This likely won't be possible until we ship a FFA version of the mode due to the way our game modes currently work tech-wise. BUT yes, we'd like to ship a FFA version of this eventually.

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Originally posted by ItsMeB46

Do you have plans to make Escalation into a FFA style, or add the option for us to choose Team or FFA?

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Originally posted by foe409

Why did you make Escalation a team mode not a ffa

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Originally posted by [deleted]

[deleted]

hello! We talked about this a lot, and actually have a FFA prototype built - it's something we'd like to ship in the future! Couple reasons why we went team first:

  1. When we create a mode, we target some specific goals that we feel the game's currently missing. For Escalation our goals were: a short, low stress, high uptime mode that's fun to play with your friends. The fun to play with friends part pushed us towards a team-based mode.
  2. Gungame modes obviously inspired this mode, and we noticed how a lot of other gungames are presented as "team" modes, but they end up just being a FFA race - you don't care if your team wins, you only care how you individually place. We could have gone this direction, but we wanted to try something different and actually have some team goals, shared progression, and an endgame where the entire team comes together for a crazy fight with a tough weapon.