In this post, I take the time to explain in detail why I'm convinced that LawBreakers would be a much better game if BKP could simply remove those charged shots on both Romerus (Assassin) and Omega (Gunslinger).
GEARS OF WAR 3
Interviewer: What challenge did you face throughout the development, and did any of these increase as the fanbase did too?
Bleszinski: We faced the problems of drowning on our own fiction and universe, as well as figuring out how, over multiple games, you can win a ‘battle’ but not the water. On the multiplayer side, we learned that with each sequel, there’s always a risk of upsetting fans by adding in new guns. If I could go back in time I would remove the sawed-off shotgun. Yes, I’m willing to admit when I’m wrong.
The story repeats itself with LB, but this time with Omega and Romerus (charged shots).
Each gameplay mechanic has a certain range of efficiency and ease of use. In order to keep the game fun and feeling fair, the gameplay mechanic has to be within a certain range in both cases. Romerus and Omega charged shots are at the extreme end of the spectrum, like the Sawed-Off shotgun in Gears of War 3. It's a shotgun that inflicts extreme damage at a very short range. You really don't have to aim, it auto-kills anything within its range. In LawBreakers, the weapon balance differs, but you'll find roles that can inflict 37 dmg per shot when the Gunslinger or Romerus can inflict 200+ dmg per shot. And from a longer distance, the ratio remains similar despite the dmg fall off. What we need to keep in mind is how easy or difficult it is to land a first shot. How easy or difficult it is to charge such shot during an actual fight. And how easy or difficult it can be to finish a fight.
With any other role than the Enforcer or Assassin, in order to inflict a high amount of damage, you really have to land successfully multiple consecutive shots. With charged shot of Omega or Romerus, we are talking about inflicting a high amount of damage only with a single shot. We are talking about shots that can inflict more damage than Pulverize, Stinger or else in a single attack. Where this becomes an issue isn't during a fight, it is at beginning and the end of a fight. Situations where an assassin or a gunslinger have started to charge a shot, they come out from behind a wall, see an opponent and can immediately released a devastating attack. It's easy to do, undeserved and it heavily punishes an opponent out of nowhere. And unlike all other roles, the defender can't really do anything about it. He can't really see it coming or anything. It just happens. Now, if that unlucky opponent was already wounded, those attacks can inflict such a high amount of damage, it makes it even easier to finish off some random opponents.
And then on top of that, LawBreakers is a game with which gun shots and explosions influence your player movements as the defender and we also find other influences such as 0g zones, Flux blast, chrono switch, neutron mine, tight corridors, chokepoints (entrances), etc. Things that can make it easier to successfully land charged shots.
LawBreakers is a game in which exchanges should be fun at all time. The charged shots on both Romerus and Omega work against that. Those examples are in the same category as the shock combo in UT or triple rockets (charged). Or the AWP in Counter-Strike. Or when players were performing an active-reload in Gears of War with the sniper rifle, because you could take down an opponent with a single shot to the body, EZ. We have seen countless of examples like this in many games during the past 20 years.
Simply remove the charged shot mechanic on Romerus (Assassin) and also the one on the Omega (Gunslinger). This game really doesn't need those two attacks and they are more likely to piss players off over time.