Bug Collection 🐛

@Yourstruly. I think if “taunt” is to be implemented correctly, a lot of things have to be considered… especially the counters.

For example… if a taunter is stunned, then the taunting should stop. If you think about it, the taunter cannot taunt any more if he is stunned, right? So in this particular instance, his “taunt” gets interrupted and he can only taunt again on his next skill recharge. Same goes for other effects like dominate, lifts, disorient, stagger, grapple from jarek or fischer, temporal lock from alvarez, etc. All of these can interrupt the taunter and make the taunting stop. So we are not just talking about a few heroes that can counter the taunter… there would be plenty of heroes in-game that can interrupt a taunter. Keep in mind that the enemy not only shoots at the taunter, they use their skills on the taunter as well.

Anyway, regardless of whether the taunter got killed or interrupted… if he managed to draw fire away from the rest of the team and make the opponent waste their hero’s skills, the taunter would have accomplish what “taunt” is designed to do and can potentially help you win the match.

Personally, I think that the developer who created this “taunt” skill has a good idea in mind. It adds a new concept in game play. But definitely a lot of thought and testing needs to be done to ensure it is implemented correctly.

As it currently stands… a manually-controlled player can be stunned, disoriented, staggered, silenced, rooted, lifted, domininated, slowed, locked out by Alvarez, etc.
The only skill that has no effect is “taunt”. Over the years, players have learned to deal with all these other effects. I am sure they can deal with “taunt” once its implemented correctly. :slight_smile:

Of course there are more urgent matters that require more attention than this “taunt” thing.

Even though I dont check forums that often (i check maybe once or twice a week)… I can see few issues that keeps popping up over and over again.

  • PVP matching. (especially coop PVP matching)
  • the need for new PVP bracket. I think there are now too many players above 1.5 million power. Those with 1.5 million power cannot compete with those having 3million power and above.
  • keeping the game going with timely updates and ongoing events.

I guess it would be nice if Deca shows a list of things they are working on and maybe let the community have a say on which item gets prioritized? :slight_smile:

3 Likes

Jeezus this dude writes essays,

1 Like

Good good.
I thought I read it to mean the new meta. The way you describe it looks right to me- and clearly not an overbearing game changer, but an addition to PvP gameplay oh yeah. Solid reasoning you made on those details. Thanks for being thorough on those points. I think it’s worth a go in a test environment imagine the tweaking of different skills both good and bad we can then realize to bring the good ones to the live game.

Do you hear a mosquito? Is that basher? Shh basher, the adults are talking.

2 Likes

It’s TLDR for me… :rofl:

But on a glimpse look, I like your idea about this “taunt” thingy…

Taunt not only the basic damage but also taunt the enemy skill, even if the hero is manually controlled…
With some variable to be ‘untaunted’…

This is bad idea
Halloway help to charge skill faster for flatline and shank

Don’t change taunt taunt is good. Now

Taunt only mean for autoplay not for manual

Cause if you think hard you will know

Some smart peoples can’t distract by taunting cause they are main villain or main hero
So they know this is for distracting from main plan and manually controlled hero is just like main hero or villain so don’t change anything

Also hivemind is good but that’s not mean halloway is bad different character have defferent abilities also halloway does good thing for flatline and shank each wave shank have charged skill cause of halloway


Fix this
Thanks

1 Like

Bro I wish they would, bullseye did say they will look into it, but rn, just play normal pvp, you get more rewards anyway

Well well. If it isn’t the punishment system…

1 Like

Rob is kinda right.
The game doesnt totally punish you for the wrong hero setup but for not being a cash player.

If you want to be strong and keep up with the others, spend money
Its a win-win situation, become stronger faster and support the game.

——
Oh and also, if you switch between game chats too fast the game crashes

image

Dang Robert you need to put down your action figure and get out of the basement
Ask your mom to take you to the gym or something

2 Likes

Sure bud. Never seen the sunlight before. I’m a vampire

Hey TestBug, I already reported this issue in this particular thread. You can scroll up this thread and see my post.

People who defend this bug will blame the lower team for being unbalanced thus they got “punished” but I dont buy that explanation. :slight_smile:
This screenshot was just from last week.
The Ruby player has a 41K Verrill teamed up with a 24K Matador so why isn’t he getting punished? :laughing:

Match ups like this dont happen that frequently when there is no tournament as less people are playing. But when there is coop pvp tournament happening, then low level players suffer. Defenders of this bug will also tell you to just deal with it and move on.
Of course, its easy for VIP players to say that as they have four PVP hearts and multiple revives. But if you are VIP 0 with limited revives, losing hearts significantly hurt your chances in the tournament.

For 1vs1 PVP matching, most common issue are players who run 1, 2 or 3 hero teams and bully low level players who are using 5 heroes.

Using my screenshot as an example, even if the low level player managed to win, he only gets 20 PVP gems. But if the other player wins, he gets 100 PVP gems.
If the low level player loses, he loses 5 hearts. The other player only lose 1 heart if he loses.

I think if developers are serious about addressing this issue, I dont think its that difficult to fix. All they have to do is match the strongest hero per team. If team A strongest hero is 40K power, the game just need to match against another team whose strongest hero is around 40K power as well. The number of heroes used should be irrelevant and not considered at all in matching process.

Even if what I said above is difficult to implement, developers can always bypass Player matching and jump straight to Bots. I know that PVP is meant to be Player vs Player, but until the matching process is fixed… this temporary work around would have made players happier.

To make it a bit more challenging, devs can make the bots 10-20% stronger. I am sure skilled players can handle bots slightly stronger.

Here are a couple of screenshots against bots.
You can see that even if player is unbalanced, the game generates a decent bot matchup that you can beat rather than matching you up with an opponent that is impossible to beat. :slight_smile:

2 Likes

Mellow; THE SUNNNNN, IT BURNSSSS

Also we weren’t defending the bug, as it effects everyone even the higher ups when they use alts or lower heros,

But mainly, we were calling it karma bc you were sandbagging, :PPP
(don’t sandbag and karma will be nice :+1:)

Hi Triazee, if what I posted was TLDR… sorry about that. :slight_smile:
Here is summarize version of my idea…

“Taunt”… similar to Voltage stun or Bucket lift… makes opponent lose manual control temporarily. In this case makes enemies shoot at the taunter and direct their skills at the taunter.

“Taunt”… can be interrupted similar to Fran’s drinking or Siren’s dancing. And once interrupted, taunter can only taunt again after some time.
For the case of “taunt”, if your team has Mandrake or Lancer that makes the taunter go invisible, then its also interrupted.
Taunter cannot taunt the enemy if they can’t see him, right? :slight_smile:

I think if implemented correctly, it can be a balanced skill. Effective with lots of ways to counter/interrupt it.
I think it would be a nice addition to current PVP play and may also bring taunters back in the game.

Yes. Thats why my suggestion of just matching the strongest hero per team should addressed the sandbagging issue as well.

So for example, if a player chooses to use only one hero which is 30K power… he will be match up against an opponent who could be running with a team of five 30k heroes each. Next time, he will think twice about bringing only one hero to the match. :slight_smile:

I feel the exact same way, maybe make it so all heros on a team must be within a power range of the others heros, but it probably won’t ever happen, But fun to think about (maybe it will be put in co-op hopefully