Circling back to say thank you Valve for making Rem, an Abathur HotS hero who is actually a poss, a baby possum like me. Amazing to see it happen!
For anyone who doesn't see the parallels:
Rem's Little Helpers are just like Abathur's Locusts,
Tag Along is just like Symbiote and Carapace...
I went through all of the posts in this thread for December, analysing data from all screenshots to identify trends.
Here are the main issues identified across the screenshots. While there were many other issues raised unrelated to balance, like cheaters and toxic behaviour, when people said...
I read the instructions, but when I clicked the links I assumed I'd see a bunch of threads I couldn't read. When the whole forum instead looked to be marked private I just turned around and didn't pry further.
Not everyone has access to all the forums.
Most of the forums, including the hero feedback subforums, are marked private.
Bug reports is one of the few forums open to everyone, so it gets all the feedback
This is an interesting case study in player frustration. These two teams actually see mostly fairly equal, and yet the experience is frustrating.
The total soul disparity is only about 10% with none of the usual telltale disparity of having 15+ kills or deaths. The top stats are distributed...
Deadlock shows a pop up warning that I'm not on the latest driver. I presume the game is checking for Nvidia's window's driver version 566
However Nvidia only provides up to 550 on Linux, so a regular user shouldn't really be on anything newer.
It doesn't seem like the game should be warning...
Deadlock isn't just a MOBA, its also a hero shooter. Those are not designed to be frustrating, and players from hero shooters will not know or care about frustrating MOBA genre tropes. Moreover, MOBAs may be popular in their own communities, but they are impenetrable to the broader gaming...
It will never be the case that you can make the majority of people better players by posting about it on forums or patch notes.
If the solution is ever changing player behavior, then that is still on the devs to add training, access and incentives.
The idea that you should balance everything around high levels of play is absurd.
The experience of 99% of people shouldn't be determined by the ability of 1% of players.
They should make her dizzy when it finishes.
She's spinning and twirling and whirling around everywhere. I get dizzy just looking at it. She should be dazed and unable to walk straight after all that.
This isn't just a silly suggestion. It adds some risk vs reward to the ult, since if she...
lets use this as an example.
If we roughly average the souls given on player death to around 750 over the course of this game, then subtract those death souls from the scores on the Amber hand, we get a much better representation of how the game actually went
on the in-game scoreboard it...
A common theme I'm seeing here is some of a team "feeding", leading to games that "feel" like unwinnable stomps to the rest of their team with lower death rates. There are plenty of examples here where people die 15 times in a 30 minute game, meaning they're spending half the game waiting in...