...now disable it for the time being. I'll explain why, but first:
This is my first post on these forums and I feel bad that it is something almost overtly negative (because I love this game) but I am incredibly incensed over this absolute garbage mode. That's saying a lot considering how annoying it's getting when I find myself repeatedly on the "outplaying" team in Splatfest but still losing due to mainstream popularity winning out. Even then I resisted posting a thread about it (though I did sign up then with the intention to.) At any rate, I'll begin, and I promise there will be some constructive feedback in this post to hopefully justify its existence.
Key grievances:
- If the enemy team can slip close to the goal in the first minute or so of the game with the Rainmaker, they are deeply favored to win and need only entrench themselves and keep the enemy team from getting far with it. They are relegated to the relatively easier task of defense for the rest of the game. The game is essentially over, and will remain so for the next 3:00 outside of drastic throws.
- One of the biggest factors in this game is respawn manipulation. Killing enemies systematically so that you never face the whole team at once while you push their base often leads to a victory, as does wiping and pushing. The mode's momentum just seems too sensitive to this.
- The Rainmaker's hitbox and general offensive capability is hilariously out of whack. In these game modes the player transporting the win-critical item is usually exposed in some way. It is a sacrifice of player input in order to bring your team to victory. When you give this player a better Inkzooka while also not penalizing his movement in squid form (absolutely ridiculous in every way), the player isn't sacrificing anything. In ANY game with a carried neutral item related to the win condition, speed is UNIVERSALLY checked. If this mode followed these reasonable conventions at all, the Rainmaker would be dropped upon entering Squid form. Now since this game is different, it would be appropriate to simply limit its movespeed slightly.
Ways I would improve the mode:
- To alleviate the impossible-to-come-back scenario detailed above, and to keep the team that bumrushed early from simply being allowed to sit on their butts and defend for 3:00, make the distance counter recede back to around 50 if the Rainmaker has not been moved past that mark by the winning team for, say, 45 seconds. Currently, it'd be more prudent to just end the game if one team takes it to <20 distance in the first minute or so of the match. The losing team might as well just go ink territory for the level bonus points.
- Introduce respawn waves, where if multiple people are dead they can respawn together.
- Adjust the Rainmaker's power and give the player holding it some form of movement penalty. Allowing him or her to move at full speed in squid mode while carrying the objective is ludicrously nonsensical.
I have almost had it with this mode because of how goofy and non-competitive it is. It needs some serious work. If you haven't yet delved into it, I'll give you a quick summary. Victories don't feel like victories and losses don't feel like losses. It just needs to be disabled or transferred to a non-ranked queue until changes are introduced. You're throwing your hard-earned rank to the wolves if you queue for this mode. You've been warned.
This is my first post on these forums and I feel bad that it is something almost overtly negative (because I love this game) but I am incredibly incensed over this absolute garbage mode. That's saying a lot considering how annoying it's getting when I find myself repeatedly on the "outplaying" team in Splatfest but still losing due to mainstream popularity winning out. Even then I resisted posting a thread about it (though I did sign up then with the intention to.) At any rate, I'll begin, and I promise there will be some constructive feedback in this post to hopefully justify its existence.
Key grievances:
- If the enemy team can slip close to the goal in the first minute or so of the game with the Rainmaker, they are deeply favored to win and need only entrench themselves and keep the enemy team from getting far with it. They are relegated to the relatively easier task of defense for the rest of the game. The game is essentially over, and will remain so for the next 3:00 outside of drastic throws.
- One of the biggest factors in this game is respawn manipulation. Killing enemies systematically so that you never face the whole team at once while you push their base often leads to a victory, as does wiping and pushing. The mode's momentum just seems too sensitive to this.
- The Rainmaker's hitbox and general offensive capability is hilariously out of whack. In these game modes the player transporting the win-critical item is usually exposed in some way. It is a sacrifice of player input in order to bring your team to victory. When you give this player a better Inkzooka while also not penalizing his movement in squid form (absolutely ridiculous in every way), the player isn't sacrificing anything. In ANY game with a carried neutral item related to the win condition, speed is UNIVERSALLY checked. If this mode followed these reasonable conventions at all, the Rainmaker would be dropped upon entering Squid form. Now since this game is different, it would be appropriate to simply limit its movespeed slightly.
Ways I would improve the mode:
- To alleviate the impossible-to-come-back scenario detailed above, and to keep the team that bumrushed early from simply being allowed to sit on their butts and defend for 3:00, make the distance counter recede back to around 50 if the Rainmaker has not been moved past that mark by the winning team for, say, 45 seconds. Currently, it'd be more prudent to just end the game if one team takes it to <20 distance in the first minute or so of the match. The losing team might as well just go ink territory for the level bonus points.
- Introduce respawn waves, where if multiple people are dead they can respawn together.
- Adjust the Rainmaker's power and give the player holding it some form of movement penalty. Allowing him or her to move at full speed in squid mode while carrying the objective is ludicrously nonsensical.
I have almost had it with this mode because of how goofy and non-competitive it is. It needs some serious work. If you haven't yet delved into it, I'll give you a quick summary. Victories don't feel like victories and losses don't feel like losses. It just needs to be disabled or transferred to a non-ranked queue until changes are introduced. You're throwing your hard-earned rank to the wolves if you queue for this mode. You've been warned.
Last edited: