State of the Game: Impressions and Daily Test Diary Pt. 2
New thread! New title! New format!
Remember, these are only my opinions, summarizing my observations from the last thread as well as compiling some opinions other testers and devs have expressed that I wanted to record and share. I've broken this summary into several posts for ease of reading.
Gameplay, Pacing, and Objectives: Build 222 and Previous
- Camp rotations feel less non-negotiable than in Test Weekend 4 (TW4), which feels good because we’re making more decisions and we’re less harshly punished for making a non-ideal decision.
- Being rewarded for microing neutral camps, rather than punished for not doing so, feels good
- Result: Less “check the box” style gameplay <== Hurray! It's not perfect, especially with the larger camps you often A-move into, but it's feels good so far
- 8 Gems per Titan results in less time spent moving between Titan spawns because you can finish them in one go
- Action is faster, but also very common to always “finish up a Titan” before responding to allies/objectives. Is this desired?
- Games with 8 gems are faster than those with 10, possibly becausecapping multiple Titans is more frequent after a won battle
- Difficult to tell if this feels like a positive or negative change, would require many more games to get a feel
Resource Management and How they are Used
- Rate of resource collection feels better than in TW4. Armies increase in strength at an exciting rate
- The new starting supply limit and restricted Queue size feel very good and encourage real choices
- There often feels like little downside to rushing straight for big, splashy units while relying entirely on T1 (sometimes with 1-2 T2 buffers thrown in the mix)
- There still feel like a limited number of map features which limits some strategies, like Purifiers guarding cliffs/corridors
- There still aren’t too many types of objectives to pursue when your team is behind. Comebacks still feel fairly rare
- Backdooring has been patched which puts the emphasis back on the Titans and winning battles. This seems to have had the desired effect, though rushing a Nexus at the end of the game is still viable and feels very powerful
- Incidentally, game length continues to increase across the board as player skill increases, even one-sided games. Is this good or bad?
On AOE Snares/Slows
- There are a ton of these in the game right now, many of which feel pretty similar. White gets one, Blue gets a ton of them, Trappers can produce them, Green can approximate them with Sludges… and they feel to me a little dime-a-dozen as a result
- Most of these abilities are strong, but they don't all feel clearly differentiated
- As a result, many units feel somewhat rehashed to me (Zephyrs/Frostcallers/Shadows/Trappers) since the effects are something you see over and over again with slight variations
- Are there ways to disable/debuff that don’t involve AOE snares/slows? Glacial Rangers are a cool variant: each guy does its own Slow, and while as a group they end up hitting an area there is more push/pull to their usage than a single, circle-shaped target on the ground