Only just got in myself so not taken it for much of a test drive, just a tutorial and a couple of comp stomps, but it's alright so far.
First few matches were pretty easy to get into the gist of but I am slowly realising how much more stuff is going on in the background. There's no lock-on gimmick and so much movement going on that FPS ability is definitely a big chunk of your performance, but ttk is huge and positioning and engagement/disengagement strategies matter greatly for securing a kill rather than forcing a retreat, like in any MOBA.
Couldn't obviously tell where the balance of strategic power scaling Vs player tactical skill lay, there were no obviously unstoppable players or bots in either of my games but nobody got fed way more than anyone else either, and the bots were dumb so they got steamrolled regardless.
I dabbled in it for a bit tonight, finally getting an invite. If you've played Dota 2, you will have a huge leg up. I see some promise here. Potential. It's definitely going to need a dedicated solo queue. You're not going to want to be a team of solos versus a premade. I know most MOBAs are like that, but it feels like it will be even more egregious here, as the time between base and lanes, and lane to lane is so short. Coordinated rotations are going to be absolutely brutal.
Defense seems... Impossible if either side has any momentum. I'll have to study more, just my initial impression. It feels like there is going to be a lot of base racing. 'Jungle' is static and boring, the pinball style popup mobs in the (urban?) jungle need some polish. I wonder if they'll end up putting random item drops on them like in Dota 2.
I like that some of the shop spells are actives. Again, like Dota. You buy an item, it has passive stats, and an active ability/cooldown. So you can end up having 8-9 active choices to make (or spam) once you include your character soul abilities. Lots of the spirit powers seem to have some flexibility. Enemy target vs ally, etc.
The mobility is really nice. Aiming is easy. I like the drop off range of the different guns and attacks. Not bullet drop, but just less dmg outside of optimal range. Denies are great. It's got promise!
I've definitely met some players that just curb stomped others. To the point where they're the highest souls at end of game and about 20k above average
Only just got in myself so not taken it for much of a test drive, just a tutorial and a couple of comp stomps, but it's alright so far.
First few matches were pretty easy to get into the gist of but I am slowly realising how much more stuff is going on in the background. There's no lock-on gimmick and so much movement going on that FPS ability is definitely a big chunk of your performance, but ttk is huge and positioning and engagement/disengagement strategies matter greatly for securing a kill rather than forcing a retreat, like in any MOBA.
Couldn't obviously tell where the balance of strategic power scaling Vs player tactical skill lay, there were no obviously unstoppable players or bots in either of my games but nobody got fed way more than anyone else either, and the bots were dumb so they got steamrolled regardless.
I dabbled in it for a bit tonight, finally getting an invite. If you've played Dota 2, you will have a huge leg up. I see some promise here. Potential. It's definitely going to need a dedicated solo queue. You're not going to want to be a team of solos versus a premade. I know most MOBAs are like that, but it feels like it will be even more egregious here, as the time between base and lanes, and lane to lane is so short. Coordinated rotations are going to be absolutely brutal.
Defense seems... Impossible if either side has any momentum. I'll have to study more, just my initial impression. It feels like there is going to be a lot of base racing. 'Jungle' is static and boring, the pinball style popup mobs in the (urban?) jungle need some polish. I wonder if they'll end up putting random item drops on them like in Dota 2.
I like that some of the shop spells are actives. Again, like Dota. You buy an item, it has passive stats, and an active ability/cooldown. So you can end up having 8-9 active choices to make (or spam) once you include your character soul abilities. Lots of the spirit powers seem to have some flexibility. Enemy target vs ally, etc.
The mobility is really nice. Aiming is easy. I like the drop off range of the different guns and attacks. Not bullet drop, but just less dmg outside of optimal range. Denies are great. It's got promise!
I've definitely met some players that just curb stomped others. To the point where they're the highest souls at end of game and about 20k above average
The best part of the game is soul denial though