Battlegrounds Suggestions
Andremlopes
Member Posts: 85 ★
We know that some people are in constant talks with Kabam giving feedbacks about Battlegrounds, but the suggestions of the regular player base are spreaded through a lot of posts in the general discussions… thought this could gather them all in one post so Kabam could have an easier access to all of them…
Regarding this last Beta… I have two suggestions…
First… extend back the timer and give us really 2 minutes… not 1:50 after the running animations at the start… 90 seconds make useless the use of 5* (especially with the introduction of 6*r4) and remove the option to use sp3 because of the giant waste of time (skip button should be a thing in BGs by the way)
The second suggestion is that we could see in the history of the matches… the champions banned from both sides… this way we could analise and plan better our Deck Building
Regarding this last Beta… I have two suggestions…
First… extend back the timer and give us really 2 minutes… not 1:50 after the running animations at the start… 90 seconds make useless the use of 5* (especially with the introduction of 6*r4) and remove the option to use sp3 because of the giant waste of time (skip button should be a thing in BGs by the way)
The second suggestion is that we could see in the history of the matches… the champions banned from both sides… this way we could analise and plan better our Deck Building
14
Comments
As long as there are cheaters, the leaderboard should not be tied to rewards.
Keep the mode fun. This is a game.
Yesterday, someone(s) from the team went through and did a round of bans for modding. I believe the number was just shy of 100 and, if I'm not mistaken, many of the targets were the result of support ticket reports.
They did mention that they were not visually removed from the leaderboard and are investigating more into why that's the case. Investigation because: Beta.
This was independent of the final sweep of the leaderboards between the end of season and reward distribution.
In previous betas, the nodes defined who would be the best options. With the reduced timer, the burstiness of a champion often does instead. Champions like Cosmic Ghost Rider just blitz through with ease. I don't mind him being an amazing solution for the odd node here and there, but the shorter the timer, the more likely he (and similarly bursty champions like him) is to be the best answer.
Moreover, defenders that slow you down (like Peni Parker) become incredibly annoying since you don't have much time to actually deal with them.
All of that said, I think that this could be something that is introduced occasionally to mix things up. Similarly to the reduced health pools, I don't see any problem with a reduced timer as such. I just don't want it to be the norm since it doesn't allow for too much (fun) strategy in the long run. However, if used in conjunction with the right nodes, I think it can work occasionally.
No need for battle ground start1,2 screen.
No need for a battle confirmation screen.
Skill selection screen should be less than 5 seconds.
End the game when the winner is confirmed during the battle.
Don't need 10 seconds after the game ends.
Let me ask you something .... would you want to drive your car if your engine management light was on despite the mechanic saying everything is OK and it's just a visual bug 🤔
1: Make reporting easier in BG, i don't want to go through hoops, clicks and screenshots to report someone. Make reporting built in to BG with categories of reporting (example, games like pubg mobile). This will ensure more reports.
2: Make a separate energy category for BG energy .
3. Skip all unnecessary animations and timers
While it’s good that y’all are doing something with the cheaters, it’s also beyond frustrating that people who were reported in the very first beta, are still able to continue to play and mod. Not to mention the process of reporting people through the support ticket takes quite a bit of time. If kabam is going to continue to rely on the players to report other players, please make it easier for us to both determine if they’re cheating as well as actually report them. And don’t wait until the end of 2 weeks to ban. That just means many of us end up using energy refills fighting cheaters and then have to win that many more legit matchups to rise in the rankings.
Even the charges change (the champions charge), feels that give a giant advantage to the more advanced roosters and take away a good part of the strategy…
After this two weeks I have to admit that, even though I love and expect a lot of the game mode, it was a truly displeasure to play this new beta… it felt like there was very little strategy into the decisions, felt very mechanic and boring, getting closer to the “arena gameplay style” and drifting away from the “individual aw style”
Anyway, I hope for big improvements and waaaay better measures to deal with modders and hackers…
The feeling for me really is Disappointment at the moment
Aside from fights being much shorter, points for time remained the same, they are just divided with much smaller number. 15 000/ 120 and 15 000/90 is a big difference and time became much more impactfull with this change. Basically one second is more valuable than 1% of HP which is quite ridiculous. You can lose second by one misscalculated dashback, by AI not cooperating as you want,...
There definitelly should be points for time, but it should be more of a tiebreaker than main source of points.
- Basically every screen should have a ready option and if selected by both players we just progress to the next screen. some screens work this way but not all.
- SP3s need to not be counted in the timer. Both from Attackers and Defenders. The timer is fairly short as is and I feel that if you accidentally get pushed to an SP3 it's almost never worth it to actually use it in the current state. I'd even go as far as saying the timer should be paused for all Specials. Apoc for example shouldn't be worse cuz his specials take 20 seconds to finish.
- More time in fight. 120 seconds felt better. 5/65's can sometimes have a lot of trouble actually getting a KO with only 90 seconds. Felt like that really made the game mode lean toward pay to win.
- Currently, you can quit out of a fight at any time and get attacker health remaining points. You can even do this during an opponents SP3 as long as the hits haven't happened and it won't count any of that damage. This coincides with pausing and timing out as it's sort of the same thing. I'll be honest, I don't know how exactly I want this to work but I know that the way it does know doesn't feel quite right. I won matches where the damage I would've received from the SP3 was enough to be the difference between winning a round and losing it. It felt kinda wrong to get those wins.
- I also think that the aggressive node should be permanently added. If fight duration matters, the AI has to be more consistent. There are tricks in this game to try and induce the throwing of specials, heavy attacks, and allow for easier intercepts. These are all signs of skill and should be rewarded. when a fight is 90 seconds, uncooperative AI can have a huge effect on your score and this can at least be mitigated if the AI is tuned to be more aggressive.