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
Creep Camps
- 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
Titan Spawns
- 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
On Backdooring
- 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
Comments
Factions and Individual Units: Red
Factions and Individual Units: Green
Factions and Individual Units: White
Factions and Individual Units: Blue
Factions and Individual Units: Neutral
Test Diary Day 1: Build 223 - Blue Units
Replay of the day: Gd562df43e1e14307a54e1570c021d6b8
Features: Shadow midgame transitions, Quadrapus abuse, Ice Frog/Healer/Quadrapus synergy
Quadrapus
Shadow
Ancient Ice Frog
Blue Summary
Day 2: Build 224. Titan Nerf, More Blue Units
Replay of the Day: G5f2b1ddaa6d1420ca48964b7700aba23
Features: 75 minute game where the timer loops around oh god
Titan Nerf and other changes = LONG games
Aquadillos vs. Ice Frogs
Shield Slugs vs. Plated Warriors
Shield slugs and plated warriors feel like they have completely different roles to me.
Shield slugs are light armor and ranged, while plated warriors are heavy, have plate, and are melee. Shield Slugs deal more damage, while plated warriors are much more tanky. There's easily room for both a durable ranged relatively high damage unit and a pure tank in blue.
While I agree with some of those points, for practical purposes they seem like they are used for very similar roles. Other primarily Blue players I have talked to have voiced similar feelings as well as an issue with being unable to find a place for Slugs in most armies.
Ranged units that have tanky activated abilities are typically easier to micro in and out of fights, so even with light armour I've found Slugs to fulfill the role of tank respectably. But their damage has never felt high enough or their range long enough to be a strong tradeoff vs. the much tankier Plated Warriors.
I could be wrong on this, and Slugs could end up being a strong part of a ranged DPS strategy for Blue. But so far their damage has felt too low and their cost too high for me to make this work or see it working for other players.
Anyone else have experiences/thoughts related to this issue?
As someone who played almost all of my games with Shield Slugs, I agree with Millea's point that Plated Warriors and the Slugs do not take up the same role. Slugs are the best and in some ways the only ranged dps option, in terms of raw damage.
Slugs seem good against tier 1 compositions that attempt to brawl in short range against you. Glacials in the same situations would lose many of those fights, either due to being more fragile or due to dragging the fight out too long. Plated Warriors are also good in brawls, so there is some overlap in this area, but the crucial difference is in how the fights play out. Plated Warriors will prolong the fight while Slugs will trade a lot faster, and in general, kiting backwards is a more viable option with a Slug\Glacial combo.
In an honest fight, I find Slugs to be one of the best units in the game. Problem is, you should never even get an honest fight against slugs. Slugs compositions taxes scrap, they lack range, they lack utility. In a more practical sense, when the opposing team throws all their ultis and shit on you, Slugs don't really do much in return. On the other hand, in a favourable position, like a cut-off or a good flank, Slugs will decimate most armies much quicker than both Warriors and Glacials.
I have found a lot of success with my composition. However, I did not try playing with a couple of Quadrapi, which conceivably would make the composition a lot stronger, and even negate their weakness against large aoe abilities and ultimates to a greater extent.
I might differ in opinion because I had different expectations of the unit. I didn't add a few Slugs to my army to create some amazing utility. Slugs were my principal äuto-attack damage dealer. That's what they are, they deal 66% more dps than Glacials, while taking 20% more supply. So barring slows and range, they do deal a lot more damage. Upgrades are also key for making them work I feel.
I will try playing a bit more with Slugs but so far my impressions have been the opposite, due to the Slow/Range on Glacials giving me enormous advantages in most of the fights I get into. They let me constantly pick off units/heroes for no investment and are good even when I only want to make 1 or 2. The increased range and slow also translate into tons of additional DPS, and the fact that they aren't huge and fat means I can focus fire more on a single target. Plus I can have as many Glacials as I want because they cost no Bio.
The fact that Slugs lack range/utility and cost Bio are precisely why I don't feel they really fill the niche of ranged DPS. As you say, you shouldn't be getting into an honest fight with Slugs. But you can often force an honest fight with Glacial Rangers due to the slow, and if the opponent refuses to take the honest fight you can just kill their hero or a handful of their dudes for free.
Slugs remind me of unupgraded Roaches in SC2: reasonably tanky (but only against some things), reasonably high damage (assuming they can get in range of things) and reasonably easy to beat if the opponent brings the right tools to a fight. Having slightly higher numbers than other units doesn't feel super important when those other units are often better at doing the same types of things due to range or great utility abilities.
This is from another thread im about to post, but here's my biggest reason for considering Shield Slugs in a tough place:
"Since BioShards are usually limited in lategame trades/wipes, it is much easier and cheaper to rebuild an army of 3-4 Plated Warriors and 10 Glacial Rangers than it is to make 4 Scuttleguards and 10 Shield Slugs, and a force of 10 Scuttleguards + 4 Shield Slugs isn't really ideal since that's often too many tanks and not enough damage. This, coupled with the amazing snare effect of Glacial Rangers, makes Ryme extremely compelling."
It's possible I'm focusing too much on the supposed "tankiness" of Slugs and not enough on their utility and cost vs. other units. Maybe it's not so much that they take up the same role as it is they fight over a competitive deckbuilding slot and compete for resources.
I'm going to force myself to use them for a while and see how my impressions change. Thanks for the gut check and good posts, guys.
Well, I also always try to keep around 5 Glacials. I'm not arguing about a pure composition, just about the principal damage dealer unit.
I agree with most of your analysis, but I disagree with your conclusion. The damage is there, you can still find success. You can also still make up for their weaknesses through teamwork or hero abilities.¨
Sometimes it's ok that they are weak in some areas. That's to be expected. I am aware of those, but I think it is justified for their price. 20 dps for 5 supply is quite good. I think you are underestimating the damage.
I probably am. I'm really torn on what to cut for them, however. Do you not use plated warriors? They seem so crucial that I can't imagine cutting them
I tried incorporating them. Initial idea was 5 glaciers and 50/50 slugs and plated warriors but eventually phased them out. They didn't really fit the kind of situations that Slugs demanded to be efficient. Slugs want to either kite backwards, or chase an opponent that is committed to retreating, getting picks with frostbolts\slows. Dancing back and forth (also bad for plated warriors) and brawling against stronger opponents (very good for plated warriors) are two situations that Slugs do not really want to be engaged in.
What I would do is to work towards around 5 glacials, 2-3 quadrapi and rest shield slugs. This way you can also brawl against quite strong opponents, which you were previously weak against because of aoe spells, as well as the good scenarios described above.
I'll try some different strats then that don't involved plated wars. right now it's hard for me to imagine my games as Blue going much better since the strat im running has yet to lose, but that could be small sample size or because people haven't yet figured out how to counter it.
...but that also doesn't mean it couldn't be improved by something as simple as replacing a narrow with a more versatile one, and if Slugs prove to be more versatile I'll definitely consider a major shift.
It's important to remember that every strategy has the potential to function very differently depending on the five other decks chosen and the players that are playing them. I actually think the plated warrior+quadrapus build is probably the most durable and possibly the strongest blue build currently. People changed their playstyle quite a lot in the last few weeks. When I was working on the Slugs stuff I wanted to make a workable ranged Blue build that could fight against the Red and White stuff people were running around with, so Plated Warriors and easily sniped casters didn't feel viable for the criteria I set for myself.
Absolutely. I think though that the core of Blue's overall mid-lategame (Quadrapus pressure and forcing profitable engages while wearing away at teams) is likely to remain viable no matter what's in that role and still may prove to be the best way to play them, even if the army doesn't end up being ideal for it. That's why I could see a situation where it actually worked even better with Slugs than it currently does with Warriors - it feels so strong in the current meta that I could be doing it all wrong and possibly still be winning.
Since the rest of the current Blue strat I'm running is mostly about setting that Quadrapus pressure in an advantageous way, if Slugs can accomplish that (regardless of how they do it) I think they'll function fine within the current shell even if I have to change some particulars. Maybe even better. Who knows! Hopefully I can find out.
I could try to run a completely different overarching strategy while testing them but I'm not sure what that would look like if I'm still going to make Quadrapus and Healers. I could see pairing with a green player (or another Blue player) and backing them up instead while focusing on ranged DPS, so I'll give that a shot next time I end up on that sort of team and see how it goes.
Day 3, Build 224. Visual Effects Impacting Gameplay, Units: Aquadillos, Chillers
Replay of the Day: G73e68f2dc30c45d88bb895e7b323f350 - Millea's crew up to new shenanigans, dropping mass siege at the 6:30 mark
Took a little break for the holiday weekend, but back to the grind. I want to start with some visual effect comments that are currently having a big impact on gameplay based on a number of comments from other testers I've heard.
Igniter Effects
Quadrapus Visual Issue
Suggested Graphical Changes to Quadrapus
Aquadillos
Chillers
Just wanted to poke my head in and say that the new formatting of these posts is fantastic. Thanks for that! <3
Took a ton of notes from here, especially the unit sections. Appreciate the detail!
Thanks, @Treisk =] I've been really focusing on Blue lately because I feel like I'm working on a particularly competitive and compelling strategy that may strongly inform the metagame for a bit but I'm going to shift gears very soon to focus on other factions with the same intensity. I'll try to get to (more or less) everything eventually, I promise!
Day 4, Build 224. Issues with Big Melee and the Stealth/Detection Disparity
Small update this morning since I'm working on a guide and I want to devote most of my free time to that today. There are two ideas I've been bouncing around in my head for a week, however, that I want to talk a little bit about first.
Underwhelming Big Melee and the Shard Cost Disparity
The Deckbuilding Cost of Big Melee
Stealth vs. Detection: A minigame that feels incomplete
For the reasons stated in the STEALTH VS DETECTION section of the post directly above this one, I feel that added depth can be introduced by creating a 100 Scrap upgrade that grants Hero Wards invisibility. That way, 100 Scrap can purchased invisible Wards OR detecting Wards, but 200 Scrap will grant both. I feel that this provides more counterplay through warding than the interaction we currently have for Sentinels.
@ItanoCircus I really like this suggestion or something like it. There's just very limited counterplay going on with regards to detection/stealth and I feel this could be a cool part of the game. It could also provide some incidental interaction with a cool unit that currently feels pretty uninteractive (Shadows) in many circumstances rather than just pure 1:1 hard-counters-or-no-counters.
Day 5: Build 225. LOLTitans, Chillers, Red's strength, Bonus Content
Haven't had too many games in the past few days and the current patch feels a bit broken, but I still have a few things to mention.
Titans may be a little overtuned? Tough to say.
This is me joking. Titans are currently insane murderergods due to this patch and will almost certainly be nerfed in the next day or two. This warps the game as winning Titans is now way more important than anything else and games are almost never going to last past the midgame, since the 4th Titan from any fountain can destroy a base in moments.
Chillers are the real deal but highlight some Faction problems at Tier 3
Chillers feel like a great "baseline" unit. They do a lot at Tier 3 for a reasonable cost. They have a specific purpose but also have clear counters. Chillers are a wonderful "balanced" unit to look at when considering "If I put this in my deck, will it do as much or more than a Chiller would?" Currently most "Big Melee" doesn't feel like it passes this test to me.
Red is Really, Really Strong
Most players seem to agree that Red, and especially Vex, is well at the top of any Tier List. Red has a ton going for it:
Bonus: How to Fix Red? and Hero Levels
What if Hero levels mattered?
Challenges
A Follow-up to Red stuff
Before I start, I want to say that any metagame- or balance-related posts I make are based on the current, MMR-based matchmaking system. It's impossible to tell how this would play out at higher skill levels or with arranged teams. That said...
Red feels more and more dominant to me as time passes
I spend most of every game thinking about how to survive Red and trying to come up with ways to trap/trick them into making huge mistakes. At best I feel like this helps me achieve parity, but it doesn't happen very often any more.
Red feels like it can just keep poking at a flank forever until it happens to have picked a good time and there's almost nothing I can think of to do about it. This feels bad because it's not an isolated incident - Every team seems to have 1-2 Red players.
Red feels like it is limiting the ability to test units and strats in Atlas
This is the only reason this is really bothering me. Red feels like it places big restrictions on what works and what doesn't work. Things like Sludges can never catch a Red army. Singleton, expensive units can be picked off by Red very easily. Long-range, zone-control units get sniped easily by Red nukes or simple dives that happen so fast they often involve very little loss.
Most strats are simply not as viable right now as "just going Red" and doing basic Red stuff. And a large % of them feel badly punished by "just go Red", since Basic Red is strong, fast, relatively easy to play, and punishes mistakes very severely (since you can't run away from Red).
And since so many people are playing Red right now, it feels incredibly hard to tell if various strats/units are good or bad, working or not working, interesting or synergistic or anything. Having to evaluate heroes under the "is this guy good on a Double Red" team feels bad and feels like it limits the ability to explore the game in a systematic way, but that's the meta considering that is being made quite often.
Day 6: Decision-Making vs. Feeling Forced
Several testers have spoken up about feeling like the game seems to follow a very set pattern without a whole lot of decision-points in a given match, and how that makes them feel. I've spent some time reviewing the points that have been made and my own experiences, and I've come to feel a similar way. Even though I really enjoy the fights in Atlas a great deal, the actual decision-making that goes into the game doesn't feel as satisfying in a number of areas that other MOBAs do well.
It's not hard to figure out what you SHOULD be doing in Atlas
This is the easiest way I can explain it. It seems like a good thing at first! It makes it much, much easier for teams to coordinate even with limited play experience. It certainly makes it much easier to write a guide!
The problem, I feel, is that every game I play looks more or less like this:
These things don't really change from game to game, and there are very few "wrenches" thrown into the gears. While many MOBAs have similar patterns, they also tend to have a number of "risky decision points" that happen constantly throughout a match that I feel Atlas still somewhat lacks.
Below I'll list some decision points I make in a MOBA, with the indented bullet points being what I feel happens in Atlas that often feel like they lead to true decisions:
Implications and how this makes me feel
The biggest implication I see is that if players don't feel like they're making true decisions but are simply following paint-by-numbers map objectives, the game could suffer in a few ways:
All of these issues seem like they could be problematic if players aren't feeling challenged to make interesting, risky decisions early and often. They also seems like problems that could be overcome, but I do feel like it might require attention to the pacing and objectives currently present in the game.
I really enjoy fighting people and playing around with unit compositions in Atlas. But I also have to agree with what some of the criticism brought up by other testers: I'd like to experience these fights and unit compositions in more varied, less cut-and-dried situations. I'd like more opportunities to choose wrong, and choose right.
Been thinking for this for a while and I was finally able to figure out what it is that brings about this situation in Atlas. At the heart of the issue is the proportion that gameplay is driven by the opposing players compared to the game itself.
In games like SC2 and Mobas, a majority of the game revolves around being better at the game itself than being better at the interactions between players. For example, in SC2, I can win against an opponent if I have more stuff, even if I am worse at micro’ing. In Mobas like League and Dota, I can win against an opponent if I am better at last hitting, even if I’m not better at fighting with my hero. In other words, being good at non-conflictive parts of the game is rewarding in those games. In Atlas, there is very little skill involved in playing the game itself. Jungle camps are quite simple, collecting gems is automatic, so there are almost no vs. game skill involved. And I think the game is intentionally designed that way.
Contrasting SC2 and Mobas, the proportion that the game is driven by opposing players is a lot greater in Atlas. Everything revolves around improving your power relative to your opponent, and you usually do this through beating your opponent’s army or indirectly punishing his moves, by making better moves. Everything hinges on how the actions of the two teams plays out. Of course, at the end of the day there is a victor and a loser. In Mobas and SC2 you can often rationalise the loss through being worse at the game, and identify key weaknesses. My last hitting was worse, or my macro was worse. In Atlas, it’s very difficult to pinpoint these vs. game skill errors. This is because in Atlas, your loss is a result of your decision-making, your unit-control skill and judgement being worse than the opposing player. This stings, and I think many players will rationalise it by thinking that they were forced into a certain course of action. That it’s the game’s fault for not giving them more avenues for comeback.
I think I understand better now, why a newer player might get frustrated and not find the game fun. Atlas really excels when the matches are even. On the other hand, when mismatches occur, the game can become very futile. For every move you make, it seems like the opponent makes a better one. Being a 3v3 game, the potential synergies are huge, and some are easier to execute than others. As a team falls behind, mounting a comeback requires increasingly better coordination than the opposing team.
To sum up my views. I think the Atlas’ lack of “game obstacles” makes it so that the gameplay seems ‘forced’. This is usually argued from a perspective that to a large extent analyses the game independently of player conflict. Player conflict makes up for the majority of the game by design, and your decisions revolve around exploiting your opponent’s actions. I think this works as designed, however, as with most competitive games, mismatches in skill create matches that are not fun. This effect might be exasperated by the large proportion of player conflict driving the game, however, I doubt it as I can also imagine how Moba matches can be incredibly one-sided if there are mismatches in skill. This happens regularly in ranked matches even with the benefit of having a huge playerbase.
EDIT: Just to add a more concrete example of decision making. If you remember the game with Me, Tedster, Treisk vs. Millea, Pursuit and Requiem. Every decision we chose to do, we did as a result of reflecting on the positioning of the opponents and what their actions were, and deciding on a course of action. I think it is very easy to say "Well, they did X so we were forced to do Y, hence there is no decision", but I think that hinges on assumption that we already perfectly considered all the options in that situation, which I don't think holds for all situations.
@TokOwa that is an excellent observation and I definitely agree with pretty much all the points you make. Coming from the fighting game community you see a whole lot mismatches leading to unsatisfactory matches, which is definitely a major factor that can scare off some new players when people are constantly bumping up against dudes who are outside their skill level.
I think you're right about how this relates to decision-making - up to a point. I agree that responding to opponent actions is not completely cut-and-dry, even if many of the in-game triggers are.
However, I do feel like there still are a limited number of "risky actions" that someone can take within the context of the game in an attempt to bridge that skill gap or even a momentum gap within the game itself. It's possible to do with unit gambits, but doesn't feel like you can do it by interacting with the AI/game world, like you mention, and even in fighting games (where there is no outside input) this isn't so much the case.
Even though I might be totally outmatched in a fighting game, I can still mash out a random uppercut, try a risky jump-in, or (god forbid) fish for a lucky super in a high-risk, high-reward gambit. This isn't quite playing off the map, but it has similar implications since it's typically something my opponent cannot react to but must anticipate. Most competitive games from various genres have "high-risk" gambits like this which create variance from game-to-game and (while not upsetting the balance of the game or the typical outcome) let the weaker player have occasion victories, or partial victories, when a gambit is correctly pursued enough times.
Going back to the game you talked about between us and millea/pursuit/requiem's team: we absolutely were making constant judgment calls based on their actions and the state of the game. But we also had enormous amounts of information due to vision and momentum to make those judgment calls, and most of them were about eliminating any potential for risk and forcing the other team to keep making the same, futile choices due to necessity. That's fine and we played it right and absolutely should happen some times, but it's not like they had the ability to try anything particular to get out of the hole we'd put them in either.