towelieone
New member
Hello everyone, sorry for my accent, I hope its readable and there is my feedback.
I played your game for several days and noticed this problems:
1) There is no creepcounter like in dota. I wanna see how many creeps I denied and killed, to improve my laning.
2) It will be more interesting, if I can deny low hp friendly creeps, at least with my melee attack. It will be much more challenging and interesting.
3) I wanna see how far is my skills can be used. Add some highlight which will show range. Example from dota:
4) I struggle from long reload, its awfull.
5) I struggle when I stay near cover and shoot enemy because my bullets hit cover although my crosshair is on enemy. In this case it will be good to add some highlight that shows that I gonna hit cover. You can watch how it realised in, for example, pubg laser.
6) Some aoe ults are ok, they are strong and have balanced CD, even with cooldown items. (Dynamo's blackhole, for example). But there are a LOT of heroes with crazy ults which have 40-50 sec cooldown. Every fight after 20th minute turns into unskill AOE-hell. You pushed 3-4 ults, waited for 3 secs, all enemies are dead, then they have 40 seconds to revive. Next fight - same situation. If your team dont dive so hard, and just pushes this 3-4 crazy ults EVERY fight - its very boring and easy win.
7) Sleep dagger (Haze). Can you explain me, please, why it does not break channelling abilities? It should punish enemies, who just push their long-cd channeling ultimates without thinking about position and cooldowns. Just add it longer cooldown itself (15-20sec) and force opponents to think about it. (Like Ana's sleeping dagger in Overwatch, or Bane's nightmare in Dota).
I played your game for several days and noticed this problems:
1) There is no creepcounter like in dota. I wanna see how many creeps I denied and killed, to improve my laning.
2) It will be more interesting, if I can deny low hp friendly creeps, at least with my melee attack. It will be much more challenging and interesting.
3) I wanna see how far is my skills can be used. Add some highlight which will show range. Example from dota:
4) I struggle from long reload, its awfull.
5) I struggle when I stay near cover and shoot enemy because my bullets hit cover although my crosshair is on enemy. In this case it will be good to add some highlight that shows that I gonna hit cover. You can watch how it realised in, for example, pubg laser.
6) Some aoe ults are ok, they are strong and have balanced CD, even with cooldown items. (Dynamo's blackhole, for example). But there are a LOT of heroes with crazy ults which have 40-50 sec cooldown. Every fight after 20th minute turns into unskill AOE-hell. You pushed 3-4 ults, waited for 3 secs, all enemies are dead, then they have 40 seconds to revive. Next fight - same situation. If your team dont dive so hard, and just pushes this 3-4 crazy ults EVERY fight - its very boring and easy win.
7) Sleep dagger (Haze). Can you explain me, please, why it does not break channelling abilities? It should punish enemies, who just push their long-cd channeling ultimates without thinking about position and cooldowns. Just add it longer cooldown itself (15-20sec) and force opponents to think about it. (Like Ana's sleeping dagger in Overwatch, or Bane's nightmare in Dota).