Please note that there is a new forum user approval process before you can start posting. It may take up to 48 hours for your account to be approved.

developers/publishers forgot making enforcer weak

esdvobjiiwoebzuesdvobjiiwoebzu
LawBreakers Rep: 710
Posts: 27
Member
edited October 26, 2017 in Role Feedback
Greetings,

//introduction start
to the people from developers team/publishers,
who will/will not read it,
will/will not ignore it,
the guy who's in charge for public stuff will/will not just respond in commonly way ("we take note of") or/and
will/will not forward it to the developers team/publishers:
// introduction end

again, the headline is self-explaining.
I actually don't even need to write it down that the forums are full of complains about "enforcer being too strong".
I actually don't even to write it down that the ingame game's chat is every night full of people complaining "enforcer being too strong".
I actually don't even need, but I could, post all the screenshots of enforcer players heavily dominating the matches I've been in or saw during streams.

The situation is:
- in every match where there is not enough team communication, or the teams aren't balanced properly (they mostly not balanced properly due to developers matchmaking system being far from perfect,
player experience differences and amount of online players), players which playing enforcer are having a bigger impact than other classes, objective- and especially kill-wise (kill/death ratio).
This happens in all gamemodes: "objective", "skirmish", "competitive".
As some have seen the tournament matches being live streamed: it will happen way less/enforcer having less impact in those matches, since there is enough team communication, the teams balanced properly and the players
experience is somewhat equal.


Enforcer is too strong being played by someone who is experienced.
Enforcer is not too strong being played by someone with few experience.
That's way there are tons of matches enforcers playing "30:5" and less experienced enforcer players "6:15" (k-/d-ratio).

So: Make enforcer weaker being played by experienced players.
The patch "enforcer - 25 health" is ... a joke! That's not what the playerbase wanted and hadn't helped at all!

The situation is:
Enforcer, Gunslinger, Vanguard is a trio!
Gunslinger somehwhat counters enforcer, means, is stronger than him while fighting on the ground/in the air.
Enforcer is stronger than vanguard while fighting on the ground.
Vanguard is stronger than Enforcer while fighting in the air.

Gunslinger vs Enforcer: The gunslinger patch concerning the "omega weapon" rewards only experiend players and curtails the "spamm omega shot" players which are not good.
This means: players who picked gunslinger, the ones who "spamm omega shot" players which are not good" and fought an experienced enforcer player are now even WEAKER than before vs an enforcer.
Only the experienced gunslinger players - who are few and not enough, since enforcer is easier to play and thus more good enforcers players than good gunslinger players are playing - are now a tad stronger vs enforcer.
This means: YOU MADE ENFORCER EVEN STRONGER.

Vanguard vs Enforcer: You publishers/developers decided to make vanguard weaker, fighting on the ground in the air.
This means: YOU MADE, AGAIN, ENFORCER EVEN STRONGER.

After hours of playing now, after the patch, this is exactly what I've experienced. Enforcer feels stronger/having more impact.
Players trying to pick more gunslinger to counter enforcer, fail at it.

Gratulation! A class already stronger than the others, has gotten even stronger. "-25 health" hasn't helped at all.

Comments

  • esdvobjiiwoebzuesdvobjiiwoebzu
    LawBreakers Rep: 710
    Posts: 27
    Member
    So how to make enforcer stronger when experiencd players are playing the class?
    First: The enforcer is a class which heavily depends on his shift ability, "distortion field". The amount of "fuel" is crucial, because it allows the class to move swiftly from a -> b.
    Without fuel the class is the slowest of all classes. A situation where an enforcer doen't have fuel would mean "team rushing to opponents objective point. Due to low/not enough fuel, the enforcer is the only one who not not attempting in the fight or comes late, making his team lose.
    The best way to play enforcer is to "run and gun"; pushing forward and shooting at the opponent.

    My solutions:

    a) Leave the amount of fuel (now, enough for ~ 5 sec continuous "distortion fiel" usage) but decrease enforcer abilities while using distortion field: shooting rate and reloading speed (not moving, because the class will be too slow) while using distortion field.
    My opinion: NOT GOOD, since this makes enforcer weaker overall; it will be like the wraith class before patch 2.0.

    b) Fuel management. My suggestion would be: enforcer gets less fuel regeneration - let's say a decent amount of - 30 % - when hitting or killing opponents, BUT when using distortion field, the amount of fuel is increased, not ~5 sec, but for example
    5,5 sec. This will lead to: experienced players which are the main reason for the enforcer being too strong, BECAUSE they have a very high hit ratio, which meaans for their distortion field basically never to end, will get curtailed. Less experienced players
    who don't have such high hit ratio, not.
    Of course this increase in the amount of fuel, can lead to another problem (the reason why enforcer is so good lies in the gameplay playing him). The ability to stay and doing good in fights (more fuel = longer distortion field) is also increaded, may makethe enforcer stronger during fights.
    This leads to such gameplay: Enforcers while usingdistortion field are firing till the climp is emtpy, then taking cover behind a wall etc. and canceling distortion field, reloading and getting in a fight with a lot of fuel again (now 5,5 sec even more than before).
    Another argument why "enforcer gets less fuel regeneration - let's say a decent amount of - 30 % - when hitting or killing opponents BUT when usin" may not weaken the experienced players is: the have a nearly 100 % hit ratio because the enemy is standing close to the enforcer, thus even the
    decrease won't be enough.
    If it isn't balanced, the solution could be:
    b.1) outside of fights: increase fuel amount enough for ~ 5,5 sec distortion field. This will not slow down his movement going from a -> b.
    b.2) during fights: fuel amount back to for ~ 5 sec.


    It's obvious that solution b) is the better one.

    That are the reasons players have no fun and quit the game, because the matches are not balanced thus not fun to play. Everyone wants a balanced match from the start.

    And again: thanks for the great patch which made enforcer weaker, by an employee doing so through opening some program classes and changing the value "EnforcerHealth" to "475".
    *sarcasm off*
    Hilarious ;=)
  • esdvobjiiwoebzuesdvobjiiwoebzu
    LawBreakers Rep: 710
    Posts: 27
    Member
    "developers/publishers forgot making enforcer weaker" should be the headline.
  • BrittalityBrittality
    LawBreakers Rep: 4,445
    Posts: 343
    Member
    Hey there! We definitely appreciate the feedback and will be continuing to look at balance of our classes and how changes play out once we get them into the hands of players. It's true that the Gunslinger may require more accuracy than others , and will be more effective in the hands of those with more experience, like all of our classes. Some classes will also work better in certain situations/areas than others (in the air, close quarters, etc) - just depends on your playstyle. Risk/reward also comes into play with things like fuel consumption. But again, we'll be continuing to tweak things to find the sweet spot for all classes and how things exist in the LB ecosystem as a whole.

    Oh, and yes, we will be continuing to look at optimizations for matchmaking as well!


    Just a note: No need to start each post with that introduction each time. We're actively reading forums, social, Discord, etc.

    Again, thanks for leaving your feedback!
  • Jonny_WestsideJonny_Westside
    LawBreakers Rep: 410
    Posts: 7
    Member
    Brittality wrote: »
    Hey there! We definitely appreciate the feedback and will be continuing to look at balance of our classes and how changes play out once we get them into the hands of players. It's true that the Gunslinger may require more accuracy than others , and will be more effective in the hands of those with more experience, like all of our classes. Some classes will also work better in certain situations/areas than others (in the air, close quarters, etc) - just depends on your playstyle. Risk/reward also comes into play with things like fuel consumption. But again, we'll be continuing to tweak things to find the sweet spot for all classes and how things exist in the LB ecosystem as a whole.

    Oh, and yes, we will be continuing to look at optimizations for matchmaking as well!


    Just a note: No need to start each post with that introduction each time. We're actively reading forums, social, Discord, etc.

    Again, thanks for leaving your feedback!

    Did you read my suggestion for assassin?