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General Blitzball Feedback

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  • lawbreaker9000lawbreaker9000
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    I think the heros should be able to throw and catch the blitz ball to each other in mid air. That would make the game mode even cooler and would allow for some interesting plays.I also think most maps are abit to small for this gamemode in combination with the fast moving heros.If guerilla gets the ball and jetpacks away its very hard to catch her when your team is not super coordinated

  • foxmcloudfoxmcloud
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    just remove this mode.Its an atrocius mode for a shooter.
  • DogDog
    LawBreakers Rep: 475
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    I'll say it again, because it's becoming increasingly frustrating for me. Make scoring take time, not just run over the goal to score. Right now, because it just requires running over the goal, Blitzball feels terrible to play because a fast character grabbing the ball can just avoid everyone and score, in some cases in less than a few seconds. It makes the slower characters have less of a place in the game, since guarding the goal is impractical as your team will just lose the capture every time and force you to defend x vs 1 at the goal, and it makes the game less of a shooter and more some shitty parkour game.

    More detailed. Increase the shot clock, and add a goal timer, make the ball's location update in set intervals, and reduce the number of points to win. This would remove fast capping's efficacy, and encourage escorting the ball carrier and winning a team fight at the goal to score. Capping directly after taking the ball wouldn't be impossible, as wiping the enemy team means the goal is open to be scored in, but putting a timer on the goal would also add more viability to a goal defender role, as now their job isn't to prevent a cap with judicious use of kicks and shields, but to hold the point long enough for their team to respawn and assist with defending the goal.

    Honestly, Blitzball getting slowed down overall would probably make the mode more enjoyable. As it is, scoring happens too quickly to effectively react to for the most part.
  • rafarafa
    LawBreakers Rep: 725
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    this mode is bad and i think they need to remove or rework this mode. Its boring.
  • SmashboySmashboy
    LawBreakers Rep: 100
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    I don't think slowing down the carrier would help. Either the slow isn't strong enough and it's still to easy to slide or fly into the "goal" with the right character or the slow is too strong and it's impossible to get to the goal. The easiest solution would be to have a charging time for the goal so the defenders have a chance of let's say a second or even less to react to it. It really doesn't have to be a long charging time but it shouldn't be possible to just slide through it and get a point. The problem with this solution tho is that it wouldn't feel any new to the other game modes. So I guess it should be either a complete rework or it should be deleted.
  • lawbreaker9000lawbreaker9000
    LawBreakers Rep: 1,645
    Posts: 259
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    edited July 2, 2017
    The problem with blitzball as is:

    The maps are just to small for this gamemode given how fast some heroes move in this game.If vanguard or wraith pick up the ball it is very difficult to prevent them from scoring a goal.It also does not help that the rooms in which the goal is placed all have multiple entrances and are often very small so that the enemy who tries to score has only 10 meter or even less from the entrance of the room to the goal.Even when you try to focus fire him in this ten meters of space it is often just not enough damageoutput given how fast some heroes move.

    Its unrealistic to expect from the developers that they will rework all of the maps just so that they fit better to blitzball.Maybe they could add/build additional maps in the future which are specifically designed for blitzball if this gamemode gains popularity,which could be very well the case,but we need a solution now for the existing maps at release.


    The solution:

    I think i have an idea of how to fix the problems with blitzball without reworking or adding large parts of the map.

    a26b92757fe9a6f685414d3b55374c89.jpg



    Just make the goal more like an dodecahedron shaped sphere (12 faced dice ) with holes in it and let that goal float in the air more or less far away from the map border on each side.You could put "e-40" gravity spheres and floating platforms to stand on between the goal and the map border so that the player who wants to score can decide if he wants to try to throw the ball into the goal from the map border or if he wants to get closer to the goal by jumping from gravity sphere to gravity sphere. The blitzball would have to be thrown into one of the holes which are stamped into every of the 12 faces of the goal.So it would be hard or at least not that easy to throw the ball into the holes ontop of the goal.


    This would solve the following problems:

    Part 1

    1.The map would be longer in distance to both ends without having to build any additional map geometry.All you would have to do is make a polygonmodel of the goal and let it float a certain distance away from the map border on each side. So the defending team had a longer timeframe to react against the enemy trying to score.If you would add additional jumppads(like you can see them in unreal tournament)on strategic positions on the map so that the defending team could use those jump pads to catch up faster with the enemy than the situation would stabilize further and would become even less chaotic so that strategy in form of coordinating with our teammates would becomes more important in this game mode.The only thing they had to restrict in terms of jumppads is that the jump pads which lead into the spawningarea of Team A can only be used from Team A and the jump pads which lead into the spawningarea of Team B can only be used from Team B. Orelse the attacker would just use the jumppads to get even faster to the goal in which they have to score and that would be counterproductive.

    But even without jumppads the situation would stabilize because the defending team had more area where they could place some of their teammates in order to wait there for the enemy.Like you see it in basketball or soccer where not all players are on the middlefield but some of them play more a defense roll in the back of the playfield.

    The important part is that you have to enable the player to throw the ball to his teammates.You just have to implement a throwing and catching the blitzball in midair mechanic in order for this gamemode to work.The way it is now that you have to camp 10 seconds over the ball to pick it up is just not interesting to play and kind of boring to watch, to be honest. It just feels not dynamic.This gamemode should capture the dynamic of a good basketball or soccer game with teammates throwing the ball to each other and outplaying the enemy team or the enemy team intercepting the ball mid air and not having statically camp 10 seconds on place when someone drops the ball.

    I know you did this 10 second capture rule because you saw that it is hard to prevent an quick hero from picking up the ball and just running into the enemy team.But you have not changed that at all whit this camping mechanic. When a fast player camps successfully the ball than he scores most of the time if the enemy teams communication and placement on the map is not godlike.

    Just make a grenade like throwing mechanic where the player throws the ball further away if he holds the key longer before letting go.And that would allow for some very cool long range throws/trickshots,If the holes in the goal are small enough and the goal is far enough away so that it is not so easy to hit i the holes.Maybe even enable the assassin to catch the ball with her grabble hook ;)

    Epoxy
  • lawbreaker9000lawbreaker9000
    LawBreakers Rep: 1,645
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    edited July 2, 2017
    Part 2


    If you would have large areas on each end of the map where you have to hover from gravity sphere to gravity spear and floating platforms plus jumppads which can be only used by the own team in order to get back fast to their spawning area then this would lead to the following:

    1:
    You could assign a few of your teammates the role as an defense player so that they stay further back in order to intercept incomming enemys and those player had more space to intercept those enemys(which means they would not have to react in split seconds on an incomming enemy) because they did not have to stand in an 10 meter big room where suddenly a wraith comes sliding in and then scores.One of the defense player could float around near the goal by the gravity spheres and the other defense player could stay more close to the middle field.

    2:
    The goal is out in the open in the sky.They could still design those areas so that they had alot of "small" floating platforms near the goal beside of the gravity spheres so that the attacker could find some cover(depends on how complex those floating platforms near the goals are structured) and could do some hide and seek play, but he definately has to fly through alot of open space to get to the goal so a acurate hero like gunslinger could snipe him from further away with his railgun like pistol for example without beeing right beside him or some wall blocking his view all the time.

    3:
    The jumppads would help the team to catch up to the attacker if they would quickly catapult them over the map back to their spawn.Of cause should those floating platforms in the goal area and the map in general have enough verticality that you have different floors so that the attacker could maybe sneak under the map and then get up near the goal again but the point is that he has to get up where the goal is in the open area with a large line of sight into the middle of the map.


    Best Arguments against "fixing" the mode by introducing a 10 second capturing delay on the goal:

    4:
    Its just one giant big chaos if 5 player or even more battle it out in an 10-20 meter long, very small room.In this chaotic situation there cant exist any real strategic play(area is just way to small for that).No matter how many seconds caping the point would take.If they had to stand one minute instead of 10 seconds on the point than it would be a one minute long chaos instead of 10 seconds. But it would never lead to strategic and interesting to watch play.The area for that is just way to small.

    5:
    They could place the goal even further away so that you cant get to close to it because the low gravity area does not reach to it.So you have to throw the ball 10 meter or more which would be difficult to do. It would not be like just running onto the point and then standing on it for 10 seconds which would be very boring to watch and also boring to play.You expect in a gamemode which is called blitzball fast ball throwing action and not boring static camping . Everyone who plays blitzball the first time is disapointed because it plays nothing like he/she would imagine while hearing the title.
  • SkibblesxSkibblesx
    LawBreakers Rep: 310
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    Add ball passing

    The morty ball voice is so awful
    lawbreaker9000
  • Vali561Vali561
    LawBreakers Rep: 210
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    on Promenade, if you get a good match it will not leave the orb structure that it spawns in. nor will you if you go in there. it's a poor map for blitzball and should be edited to make where the ball spawns more open.
  • SkywarpGreerSkywarpGreer
    LawBreakers Rep: 200
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    This mode is alot of fun but over the weekend when a team of Wraiths come at you there is no defence strong enough to withstand that!
  • Im2stoned2knoIm2stoned2kno
    LawBreakers Rep: 530
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    Change the spot to where you score the ball to a spot you gotta hold for 3 seconds or so.
  • EpoxyEpoxy
    LawBreakers Rep: 1,160
    Posts: 83
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    Forget all the complicated crap, just make the ball carrier take increased damage while holding the ball. Still allows fast classes to shine as their team's designated ball carrier which is a fun class dynamic imo but it rewards good aim vs a highly mobile ball carrier. The side effect would be that against a team with good aim ball carriers would be forced to either take a longer, less open route to base or test opponents aim by sprinting through zero g. % increased damage should probably be % of total hp instead of a flat increase to damage done to ball carrier otherwise Jugg and Titan would be the only classes ever used as ball carriers.

    I guess you could make the goals worth an extra point or two based on amount of shot clock remaining when scoring also which would likely encourage some creative strats and increase comeback potential (hype!) too.
  • ScrubsUseWraithScrubsUseWraith
    LawBreakers Rep: 210
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    get rid of it or make it so ball carrier cant use movement skills. you either win or lose way to fast. just in general no fun.
    lawbreaker9000
  • ScrubsUseWraithScrubsUseWraith
    LawBreakers Rep: 210
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    cmbaily2 wrote: »
    P.S. The wraith is a GOD tier pick for Blitz ball... Although i'm not sure what you guys can do about that. :D

    Wraith is god tier for the entire game.
  • Karma3636Karma3636
    LawBreakers Rep: 410
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    I enjoy the game mode.

    I do see a lot of complaints made about fast caps, but that could be mitigated by people playing positions properly.
  • DackDodgersDackDodgers
    LawBreakers Rep: 200
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    I know it's kind of tiny but on grandview if you have a character with a poor aerial movement ability (i was titan) and someone scores it is possible for the knockback to launch you off edge from the spawn point.
  • Betosky9Betosky9
    LawBreakers Rep: 210
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    Blitzball is the most fun mode in the game for me, the concept of the mode it's incredible and fits perfectly on the whole game. It can use some balacing, but with a well organized team you can play very close matchups. Do not get rid of this mode please.
    Refeon
  • RefeonRefeon
    LawBreakers Rep: 600
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    I personally love blitzball. I like the intensity of trying to score a goal or stopping the enemy from scoring a goal.
  • lawbreaker9000lawbreaker9000
    LawBreakers Rep: 1,645
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    edited July 4, 2017
    I think the problem with blitzball lies really in the mapdesign in general.
    If the maps would be just bigger/larger and more diversified in terms of maplayout than the scoreing would not be so easy.
    Beside of that , in the uplink and overcharge gamemode you are fighting way to often in very small areas / rooms for a way to long time because the battery/commlink chargeing spots are strangely placed in those very small rooms instead of areas with an more interesting level geometry.

    So i really want to give feedback to the mapdesign of this game in general, because i have the feeling that a better mapdesign would solve alot of problems in this game:


    I like how the maps look asteticaly.
    The lighting in some of the maps looks so good.
    Take vertigo as an example , this almost sunset like light iluminating this giant skystructure from the side just in the right angle and with the right color saturation and colortone to light it in this yellowish late afternoon colortone.

    Very refreshing and very cool.
    The problems:

    If only the mapdesign would be as cool as the look of the maps.
    Sadly most maps are oversimplistic to a point that all maps are made out of one giant outdoor area in the middle which is filled with one big object (giant antike Bell, giant Sphere, a Reactor , Bridge/Underbass like structure ) and nothing elese , so all maps are basicaly spawn 1+ big open area in the middle + spawn 2 and nothing else. Maps which are that simplistic and small can be fun in an non objective based gamemode like free for all or team death match, but only if there is one or two of them in a game and not if every single map is that way and there is almost no map variety in terms of overall map layout.

    The only 2 maps i really like after playing for 20 hours now are:

    Mammoth

    cebea7e23c3c893ff9b1ebb926248572.png

    Reactor

    af85fb8e04bc39d066016315f1a9a986.png


    At first i thought i would like Vertigo also because it looks so cool and refreshing but after playing it for a longer time , i dont.
    Vertigo could be made so much better by just making the middle part 50-100% longer and add additional geometry in this then longer area and ontop of that add additional floating platforms on the sides and behind the points as cover and to stand on like you can see them in the picture beneath:

    1fa3d4e7205ded66678463b7929c9461.jpg



    The mapdesign could definately make or break this game.
    If they are not pumping out fast a little bit more interesting maps geometry whise which utalize the abilitys of the heros better/ in a complexer way than people will get pretty quick bored about the game even when everything else from the cool heros over their cool abilitys to the cool art design is spot on!

    Maps are at least so important for the succsess of a multiplayer shooter than its characters, if not even more!
    And this game has not much good maps at the moment.Im not the only one which thinks that way.
    There are a lot of posts on the reddit sites of lawbreaker and alot of twitch streams of lawbreaker which complain about the map design, to the point that map design is probably the most complaint point of all on those reddit lawbreaker sites and twitch lawbreaker streams.
    Epoxy
  • StrikefingerStrikefinger
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    Increasing the respawn times could do the trick, because if people become a liability to their team if they die on their way back from the goal they might not rush through solo.