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PvP feedback, a good base but needs work, here's my suggestions.

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8 months ago
Sep 6, 2024, 10:32:41 PM

I have been playing PvP since yesterday and I like what we have here as part of the start of the game's life cycle but I do believe there's also  a lot of work to be done to make it maintainable and actually good. These are my suggestions that answer some issues directly:
- Except from Knife which should get a bonus for attacking from behind, all other melee weapons be able to stagger enemies. Currently, there's no reason, at all, to get into close range unless you are a bulwark, close the distance and melee someone. Due to the animation system of the game, it takes long enough to perform attacks, so other players win (most of the time) by simply gunning you down. I do believe there should be a parry mechanic also involved. I really don't understand why parrying is not implemented in PvP, since its a crucial system of the game in both campaign and co-op operations. Currently, whoever has less HP loses the melee fight almost automatically. A stagger and parry system would improve the fights a lot in both visual and satisfying aspect, along with the balance. 

The skills of the unique classes currently make the game too much like a hero shooter, which in my opinion, is rather bad. I do understand the need to give the classes personality and character, but they recharge way too fast, they instantly recharge on respawn and in many cases break the game. Tactical's Auspex gives extreme advantage and if you have two tacticals, the game becomes too easy. Vanguard's grapple is almost certainly a free kill if he grapples you unless you are a bulwark or heavy. And that's in a 1v1 scenario, which almost always never happens. Essentially, Vanguard has a ranged stun which can turn the tides of battle if used well and it has 2 uses. Its extremely broken.

- The Bulwark seems to take no damage from anybody upfront except Melee, but this should change, he can survive way too much and while this is his niche, to survive, he offers teams a wall of defense at any fight which simply enables everyone to focus fire on the enemies. I do understand the role, I do think its overtuned.

My general, no paragraph suggestions:

1) Reduce time to kill slightly

2) Reduce the recharge speed of skills

3) Bulwark requires some slight survivability nerf on his shield or be able to hit headshots above his shield

3) Vanguard's grapple is a ranged stun, which is very OP

4) Sniper should get some slight movement speed increase, or you can implement it to his cloak ability

5) Implement some perk customization to PvP, but keep the cooldowns of skills to a hand-made balance time

6) Reduce the XP needed, it's currently too slow to level up and there are only 3 maps. Reduce it slightly, just slightly

7) Implement a parry mechanic to pvp

8) Implement staggers to melee weapons in PvP, light attack or heavy attack is up to the choice of developers through balance testing

Lastly, my main suggestion would be for the future, to make a mode that is over 10v10 players on a larger map.



Updated 8 months ago.
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8 months ago
Sep 6, 2024, 11:33:32 PM

Please add the option to party up with more than 2 people in PVP. Please add parties of 6!

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8 months ago
Sep 7, 2024, 1:31:18 AM
Parry, stagger and stun in melee should be there in pvp mode, and it feel really unfair trying to play agressive close focused class like assault without right now.

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8 months ago
Sep 7, 2024, 10:55:43 AM
Shoulder swap camera view would be fantastic in pvp 
Vangaurd's grapple hook is a gap closer on a very squishy class. It's not OP, it's just occasionally annoying to be stunned when it actually works out for opponent and yourself. But that's my experience after like 20+ matches. 


Absolutely agree on parrying. 
Bulwark shield should not be blocking exposed head shots. Even from high ground, aiming and shooting down on these meta tanks gets blocked :D 
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8 months ago
Sep 7, 2024, 2:25:55 PM

I'm agreed on Bulwark - it's just easier to rush him and kill in few second in melee. Headshots over the shield is balanced solution - you need to aim for that.

Progression indeed seems kinda slow (for new weapons for sure).

Parry need rework for PVP. Sometimes you can't even feel it - just spam attacks and win (unless you get shoted). But occasional mutual killing in melee is fun

I'm thinking snipers need some tweaks, because they are supposed to be long range specialist, but they just kill you in few shots at any range, even if you catch them off guard. More experienced player as sniper can kill you with headshots close range faster when you do it point blank with any bolt rifle. At least that's my impression.

Game needs to snaffle teams every math.

Also, multi melta is kinda scary, hard to counter properly

Updated 8 months ago.
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8 months ago
Sep 7, 2024, 2:38:41 PM
Please add a PVP spotlight showing your Marine, and if they add a top kill cam, that would be chef's kiss, and help us fall more in love with the customization and feeling of being the best in the match, bedsides that agree on your suggestions. Sniper shots should be 2 shot kill in my opinion or  make them have a buff that will activate those high hit shots., and on point for Parry mechanic in pvp.

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8 months ago
Sep 7, 2024, 7:54:49 PM

Thanks for the replies boys, make sure to keep your feedback here aswell so devs can see

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8 months ago
Sep 7, 2024, 7:57:33 PM

Honestly,i just wish they had adapted and innovated on Space Marine 1s pvp system,class perk choices etc

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8 months ago
Sep 7, 2024, 8:24:59 PM

Wombat wrote:

Honestly,i just wish they had adapted and innovated on Space Marine 1s pvp system,class perk choices etc

I dont like the overwatch nature of the game either, SM1 was much better without all the overpowered abilities imo.

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8 months ago
Sep 7, 2024, 11:27:47 PM

1) Reduce time to kill slightly

Gotta disagree here. Make it any slower and it'll feel like a slugfest. It already takes many shots to fully kill someone

2) Reduce the recharge speed of skills

Potentially agree, haven't felt a major problem myself

3) Bulwark requires some slight survivability nerf on his shield or be able to hit headshots above his shield

Well as a bulwark im obviously going to disagree, but i will admit to being biased. So you want us to be unable to completely stop anyone from shooting our head? You know how easy that is? There's 2 classes that already counters a bulwark easily, vanguard and sniper. The increase in armour of a bulwark doesnt matter since melee attacks goes through armour. A sniper can stealth and hit you with increased damage which immediately wins him the melee fight (unless you outplay him with parrying), vanguard pulls himself to you and stuns you, giving him already an advantage to win a melee fight. The fact that bulwark can block ranged shots is its only saving grace in pvp as it has NOTHING else to offer. It doesnt have a main ranged weapon, so every other class beats it in a ranged fight and as discussed a vanguard and sniper can counter a bulwark quite easily if played right.


So i'll sum nr 3 to a skill issue.


3.5(?) - Vanguard's grapple is a ranged stun, which is very OP

Agreed, dont have much to say or good suggestions as to how to nerf it.

4 - Sniper should get some slight movement speed increase, or you can implement it to his cloak ability

Ehm.. no? Once again seems like a skill issue, i've fought snipers who dominates games already, their cloak ability is insanely good and can win most 1v1 by simply shooting someone once with a sniper, swap to pistol and spam, no one can trade against that and if you manage to rush him. Flash bang + invis and he's gone. Sniper is a high skill class, doesnt need a buff

5 -  Implement some perk customization to PvP, but keep the cooldowns of skills to a hand-made balance time

Agreed

7 - Implement a parry mechanic to pvp 

Honestly i've only ever tried doing this 1-2 times so far since most pvp matches end up  being fully ranged. But I pulled it off once and it does parry? It just doesnt work the same way it does in pve. To my recollection it blocks the opponents melee attacks and unleashing a counter attack back, i find that a rewarding way to utilize it rather than having people spam a parry in pvp to stagger and stun someone, but idk.

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8 months ago
Sep 8, 2024, 12:47:02 AM

Foozi wrote:

1) Reduce time to kill slightly

Gotta disagree here. Make it any slower and it'll feel like a slugfest. It already takes many shots to fully kill someone

2) Reduce the recharge speed of skills

Potentially agree, haven't felt a major problem myself

3) Bulwark requires some slight survivability nerf on his shield or be able to hit headshots above his shield

Well as a bulwark im obviously going to disagree, but i will admit to being biased. So you want us to be unable to completely stop anyone from shooting our head? You know how easy that is? There's 2 classes that already counters a bulwark easily, vanguard and sniper. The increase in armour of a bulwark doesnt matter since melee attacks goes through armour. A sniper can stealth and hit you with increased damage which immediately wins him the melee fight (unless you outplay him with parrying), vanguard pulls himself to you and stuns you, giving him already an advantage to win a melee fight. The fact that bulwark can block ranged shots is its only saving grace in pvp as it has NOTHING else to offer. It doesnt have a main ranged weapon, so every other class beats it in a ranged fight and as discussed a vanguard and sniper can counter a bulwark quite easily if played right.


So i'll sum nr 3 to a skill issue.


3.5(?) - Vanguard's grapple is a ranged stun, which is very OP

Agreed, dont have much to say or good suggestions as to how to nerf it.

4 - Sniper should get some slight movement speed increase, or you can implement it to his cloak ability

Ehm.. no? Once again seems like a skill issue, i've fought snipers who dominates games already, their cloak ability is insanely good and can win most 1v1 by simply shooting someone once with a sniper, swap to pistol and spam, no one can trade against that and if you manage to rush him. Flash bang + invis and he's gone. Sniper is a high skill class, doesnt need a buff

5 -  Implement some perk customization to PvP, but keep the cooldowns of skills to a hand-made balance time

Agreed

7 - Implement a parry mechanic to pvp 

Honestly i've only ever tried doing this 1-2 times so far since most pvp matches end up  being fully ranged. But I pulled it off once and it does parry? It just doesnt work the same way it does in pve. To my recollection it blocks the opponents melee attacks and unleashing a counter attack back, i find that a rewarding way to utilize it rather than having people spam a parry in pvp to stagger and stun someone, but idk.

-Bulwark has extreme and unjustified survivability on sprinting, quite ironically his downside is when he attacks, due to the long drawn animations, an assault can violate him with a chainsword. Using a power sword charged makes your animations so slow that most classes outpace you in melee trades. If you are happy with a class that is like a wall and like to hold shift to survive I guess we differ because I like being active. 
-Snipers who dominate is a laughable arguement. Any sniper and any class can dominate against bad players or people who have not unlocked any good arsenal yet. Any sniper who gets off guard and does not play angles or corners will instantly die because his survivability sucks. A small movement speed on cloak would solve a lot of issues with the mandatory playstyle of repositioning. 
-Regarding parry, its one of the most satisfying things to do in the game and the fact that its not implemented in PvP is a crime. Melee in pvp resorts to spam and there's 0 skill involved to mechanically do it, just pray your hit registers faster. On the other hand, melee is rather useless too because you just get outgunned by everything. It simply does not feel good to use. Space Marine 1 melee was miles better because it had visual feedback. In SM2 you hit someone with a melee feedback and the character does not even flinch. Feels bad man. 

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8 months ago
Sep 8, 2024, 7:42:39 AM

Other possible solution to Bulwark is to make shield have deplitable armor that replenishes outside of fight. If shield armor fully depleted - it's either destroyed completely or need more time to replenish armor. Like 6-8 armor, same as Astartes armor.
Maybe on top of weak spots on head and legs.

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8 months ago
Sep 8, 2024, 8:08:44 AM

kyliansunn wrote:

-Melee attacks should stagger enemies
-There should be proper parry
-Shield should have durability with cooldown similar to armor

Absolutely not to the first point. Stagger/stun locks is NOT gameplay you want in your game.

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8 months ago
Sep 8, 2024, 8:27:05 AM

I think only Heavy attacks should stagger slightly. There should be some encouragement to having the defending player use Parry against a melee.
Splash damage on Assault's slams need nerfed somewhat too, they are like a nuke going off and can be spammed.

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8 months ago
Sep 8, 2024, 9:37:01 AM

Sister_Tazyn wrote:

kyliansunn wrote:

-Melee attacks should stagger enemies
-There should be proper parry
-Shield should have durability with cooldown similar to armor

Absolutely not to the first point. Stagger/stun locks is NOT gameplay you want in your game.

True. I'd say stun should be for parrying melee attacks.

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8 months ago
Sep 8, 2024, 10:39:43 AM

Agree wholeheartedly with OP, was coming here to say since I'm maining Bulwark melee feels terrible. I'm constantly getting taken out by a flying dunk from either a Vanguard or Tactical, mag-dumped by Heavies, or one- or two-shotted by a sniper in camo. There also seem to be hit registration issues—I'll land a full combo on someone, they tank it, and then turn around and fill me with bullets. Hopefully, balance patches are coming soon because Bulwark really needs an AR or a PDW.

Being stuck with pistols (which feel like peashooters compared to literally every other gun in the lobby) and having to rely on melee hits is frustrating, especially when even the benefits of melee—like parries and dodges for crits—are useless. Dodging is pretty much pointless in PvP, and the shield you're supposed to get back from melee attacks never works. I'm really hoping they address this.

It’s also disappointing to reach level 9 and get the Powersword, only to find it’s weaker than the Chainsword. It's supposed to hit faster, but it feels like the slowest weapon of all." Also why does the shiled feel useless, yes I can block hits, but when I try to parry or do a motion after I BLOCK an ememy which should at least stun or stagger them when I go the swing get either cut down or shot up. PLEASE, PLEASE, PLEASE look in to this as a whole, there are AMAZING points in this thread.

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8 months ago
Sep 8, 2024, 7:42:21 PM

Kornelius wrote:

Sister_Tazyn wrote:

kyliansunn wrote:

-Melee attacks should stagger enemies
-There should be proper parry
-Shield should have durability with cooldown similar to armor

Absolutely not to the first point. Stagger/stun locks is NOT gameplay you want in your game.

True. I'd say stun should be for parrying melee attacks.

This would work great, currently, you get no reward for parrying/blocking an enemy attack. They can just keep attacking forever and you HAVE to block them until a teammate arrives. There's no counterplay. 

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8 months ago
Sep 9, 2024, 1:04:51 AM

Sektorum wrote:

I have been playing PvP since yesterday and I like what we have here as part of the start of the game's life cycle but I do believe there's also  a lot of work to be done to make it maintainable and actually good. These are my suggestions that answer some issues directly:
- Except from Knife which should get a bonus for attacking from behind, all other melee weapons be able to stagger enemies. Currently, there's no reason, at all, to get into close range unless you are a bulwark, close the distance and melee someone. Due to the animation system of the game, it takes long enough to perform attacks, so other players win (most of the time) by simply gunning you down. I do believe there should be a parry mechanic also involved. I really don't understand why parrying is not implemented in PvP, since its a crucial system of the game in both campaign and co-op operations. Currently, whoever has less HP loses the melee fight almost automatically. A stagger and parry system would improve the fights a lot in both visual and satisfying aspect, along with the balance. 

The skills of the unique classes currently make the game too much like a hero shooter, which in my opinion, is rather bad. I do understand the need to give the classes personality and character, but they recharge way too fast, they instantly recharge on respawn and in many cases break the game. Tactical's Auspex gives extreme advantage and if you have two tacticals, the game becomes too easy. Vanguard's grapple is almost certainly a free kill if he grapples you unless you are a bulwark or heavy. And that's in a 1v1 scenario, which almost always never happens. Essentially, Vanguard has a ranged stun which can turn the tides of battle if used well and it has 2 uses. Its extremely broken.

- The Bulwark seems to take no damage from anybody upfront except Melee, but this should change, he can survive way too much and while this is his niche, to survive, he offers teams a wall of defense at any fight which simply enables everyone to focus fire on the enemies. I do understand the role, I do think its overtuned.

My general, no paragraph suggestions:

1) Reduce time to kill slightly

2) Reduce the recharge speed of skills

3) Bulwark requires some slight survivability nerf on his shield or be able to hit headshots above his shield

3) Vanguard's grapple is a ranged stun, which is very OP

4) Sniper should get some slight movement speed increase, or you can implement it to his cloak ability

5) Implement some perk customization to PvP, but keep the cooldowns of skills to a hand-made balance time

6) Reduce the XP needed, it's currently too slow to level up and there are only 3 maps. Reduce it slightly, just slightly

7) Implement a parry mechanic to pvp

8) Implement staggers to melee weapons in PvP, light attack or heavy attack is up to the choice of developers through balance testing

Lastly, my main suggestion would be for the future, to make a mode that is over 10v10 players on a larger map.



Match making! being locked in against the same grp over and over unless u drop out and then rematch is annoying. 

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