BoschyBee
New member
I'm so sick of The Doorman ultimate. It feels like actual punishment for the mistake of queuing into the same lobby as The Doorman. There doesn't seem to be any real counter-play and in several circumstances you might as well just walk away from the game and go grab water. Even if you bother to try escaping the Baroness, he's had prep time and you are dead.
My hot take is that I don't think the ultimate itself if the problem. Vyper/Maurice and Krill both lock a player into a similar scenario. Even Dynamo, Holliday, and Paradox's result in a similar game state where the player is briefly locked down. You can argue that these kinds of ultimate's are unfun to play against, but at the very least none of them feel even remotely as bad as Doorman's ultimate.
Doorman's version of this seems like it is just a significantly better version of Vyper/Mo and Krill without any of the real drawbacks.
Pros:
- You get the benefits of not being locked in place like Combo
- You get the easier targeting of Combo instead of the semi-skillshot of Bola.
- The ultimate cannot be interrupted unless you kill doorman, who just so happens to have a literal teleport
- Free Damage if you caught a target without stamina.
- It's single target, so unlike bola it can't accidentally help the enemy. (E.g. Accidentally Bolaing into ally Dynamo Ult)
- You get a loud ass cue when they are about to be vulnerable again
Cons:
- Target is invulnerable while in the Baroness.
- You need to setup for a kill when they leave the Baroness. (AKA get spirit nuked with bells and maybe a cart stun bozo)
Ideas for Improvements/Fixes.
Remove/Reduce the Unlocking Sounds/Effects:
This puts the onus on Doorman to actually be ready to trigger the trap when you escape. Removing it would again give the player a slight bit of hope they aren't going to be insta-killed regardless of if they do the parkour minigame or not. Targets get the benefit of potentially escape quickly enough to trip up Doorman and slip through their grasp. However, this retains the lethality of the ultimate as long as doorman can trigger their trap in time. Likewise, you could also use the anticipation from right before you are returned to quickly tell the situation without immediately having focus drawn to you at the same time.
Honestly, I don't think you need lore reason for this one.
Add more Minigames:
If we have to play a stupid minigame every single time, at least give us different hotel themed minigames to make it more interesting. Having to do that same god damn minigame is so tedious and uninteresting. Having a few different ones would at least remove the tedium of being forcefully pulled out of the game to play the same god damn parkour minigame over, and over, and over, and over, and over, and over again.
If you need a lore reason its because the baroness is under renovation so you're dealing with that fact.
Other Ideas That might not be as good, but could probably work
Allow us to intentionally Bail out from the minigame:
Add a button or another elevator behind us at the start that does something like 2x damage and maybe a debuff idk. If the ability to cancel the ability is already being given to the target instead of doorman, why not give the target more control. If you can tank it or just want to get it over with you can hit the button to skip the minigame. That way falling can still reset a player, but the option to bail is still there.
If you need a lore reason it's what happens when you try to check out early or don't show up for your stay at the Baroness. You still have to pay your reservation fee or something.
Escape Directions:
If our reward for bothering to try to escape is "less damage" before we get insta-killed, honestly why even bother. Instead I think having two doors that determine your momentum would make it at least worth the effort to escape instead of just waiting for the torture to end. That way you actually feel like there is some hope of escaping? Having a door to shoot you upward or forward would at least give the player some semblance of control and to actual reward them from escaping. Or you could have there be multiple escape routes corresponding with directions. Going left shoots you out to your left, going forward shoots you out forward, etc.
If you need a lore reason it's because the baroness values it's guests or something so it's being courteous and giving you a small advantage when successfully leaving.
Small Invulnerability / Resist:
Again just getting back to the idea of like, making playing minigame feel remotely worthwhile. You should still be able to kill off the ultimate, but if a player escaped the baroness can they please have like any leg up in escaping Jerma's meat grinder waiting for them?
If you need a lore reason again it's because the baroness values it's guests or something so it's being courteous and giving you a small advantage when successfully leaving.
My hot take is that I don't think the ultimate itself if the problem. Vyper/Maurice and Krill both lock a player into a similar scenario. Even Dynamo, Holliday, and Paradox's result in a similar game state where the player is briefly locked down. You can argue that these kinds of ultimate's are unfun to play against, but at the very least none of them feel even remotely as bad as Doorman's ultimate.
Doorman's version of this seems like it is just a significantly better version of Vyper/Mo and Krill without any of the real drawbacks.
Pros:
- You get the benefits of not being locked in place like Combo
- You get the easier targeting of Combo instead of the semi-skillshot of Bola.
- The ultimate cannot be interrupted unless you kill doorman, who just so happens to have a literal teleport
- Free Damage if you caught a target without stamina.
- It's single target, so unlike bola it can't accidentally help the enemy. (E.g. Accidentally Bolaing into ally Dynamo Ult)
- You get a loud ass cue when they are about to be vulnerable again
Cons:
- Target is invulnerable while in the Baroness.
- You need to setup for a kill when they leave the Baroness. (AKA get spirit nuked with bells and maybe a cart stun bozo)
Ideas for Improvements/Fixes.
Remove/Reduce the Unlocking Sounds/Effects:
This puts the onus on Doorman to actually be ready to trigger the trap when you escape. Removing it would again give the player a slight bit of hope they aren't going to be insta-killed regardless of if they do the parkour minigame or not. Targets get the benefit of potentially escape quickly enough to trip up Doorman and slip through their grasp. However, this retains the lethality of the ultimate as long as doorman can trigger their trap in time. Likewise, you could also use the anticipation from right before you are returned to quickly tell the situation without immediately having focus drawn to you at the same time.
Honestly, I don't think you need lore reason for this one.
Add more Minigames:
If we have to play a stupid minigame every single time, at least give us different hotel themed minigames to make it more interesting. Having to do that same god damn minigame is so tedious and uninteresting. Having a few different ones would at least remove the tedium of being forcefully pulled out of the game to play the same god damn parkour minigame over, and over, and over, and over, and over, and over again.
If you need a lore reason its because the baroness is under renovation so you're dealing with that fact.
Other Ideas That might not be as good, but could probably work
Allow us to intentionally Bail out from the minigame:
Add a button or another elevator behind us at the start that does something like 2x damage and maybe a debuff idk. If the ability to cancel the ability is already being given to the target instead of doorman, why not give the target more control. If you can tank it or just want to get it over with you can hit the button to skip the minigame. That way falling can still reset a player, but the option to bail is still there.
If you need a lore reason it's what happens when you try to check out early or don't show up for your stay at the Baroness. You still have to pay your reservation fee or something.
Escape Directions:
If our reward for bothering to try to escape is "less damage" before we get insta-killed, honestly why even bother. Instead I think having two doors that determine your momentum would make it at least worth the effort to escape instead of just waiting for the torture to end. That way you actually feel like there is some hope of escaping? Having a door to shoot you upward or forward would at least give the player some semblance of control and to actual reward them from escaping. Or you could have there be multiple escape routes corresponding with directions. Going left shoots you out to your left, going forward shoots you out forward, etc.
If you need a lore reason it's because the baroness values it's guests or something so it's being courteous and giving you a small advantage when successfully leaving.
Small Invulnerability / Resist:
Again just getting back to the idea of like, making playing minigame feel remotely worthwhile. You should still be able to kill off the ultimate, but if a player escaped the baroness can they please have like any leg up in escaping Jerma's meat grinder waiting for them?
If you need a lore reason again it's because the baroness values it's guests or something so it's being courteous and giving you a small advantage when successfully leaving.