Anyone who says this game is ass either has the attention span of a goldfish or hasn't played the game and that isn't up for discussion. Card loadouts are a really cool idea even though the variety of loadouts are mostly suboptimal besides 1 or 2 on each character. Character designs for the most part are cool and the ones that are similar to overwatch characters are all 100% better and you goldfish peanut brain stupid fuck kids who say otherwise don't play video games and better finish up that english paper for mr. carter or you're gonna fail the class
It's not that this wasn't fun, although it wasn't, but it is one of the pieces of art that has made me feel the worst lately.
The whole thing is so soulless and bland, the cycles are so on the nose, the character designs are incongruent, boring and annoying all at the same time.
This game made me think of my job, it made me think of paying bills and wasting time in things that don't matter nor make me happy.
I could see myself sinking thousands of hours into this, I just don't want to.
The whole thing is so soulless and bland, the cycles are so on the nose, the character designs are incongruent, boring and annoying all at the same time.
This game made me think of my job, it made me think of paying bills and wasting time in things that don't matter nor make me happy.
I could see myself sinking thousands of hours into this, I just don't want to.
Really fun
would recommend with friends though, cause having a solid loadout of different champion types is a huge advantage
when solo queueing you might get lucky and have people that keep in mind whether to pick their "main flank that rushes into everything and dies" or a tank to help the team, but you aren't always that lucky
still fun overall though, if you wanna play actual games you can choose to play against players, but if you want to play more casually or chill there's bot matches aswell, or custom matches if you want that.
sometimes chats can be toxic but it's usually not that bad in normal games(though I haven't played ranked yet so what do I know)
Also the game is most fun if you don't look stuff up like meta's or anything cause it'll just make you feel worse, but that's the case for a lot of games
would recommend with friends though, cause having a solid loadout of different champion types is a huge advantage
when solo queueing you might get lucky and have people that keep in mind whether to pick their "main flank that rushes into everything and dies" or a tank to help the team, but you aren't always that lucky
still fun overall though, if you wanna play actual games you can choose to play against players, but if you want to play more casually or chill there's bot matches aswell, or custom matches if you want that.
sometimes chats can be toxic but it's usually not that bad in normal games(though I haven't played ranked yet so what do I know)
Also the game is most fun if you don't look stuff up like meta's or anything cause it'll just make you feel worse, but that's the case for a lot of games
Having spent well over 3000 hours in this game, I feel Paladins captures a fundamental flaw with the live-service, online MOBA genre that has forever plagued it; the tendency to overcomplicate design.
Early champions in Paladins are extremely basic concepts with simple kits. Take Viktor- he can shoot a rifle, sprint, throw a grenade, aim down sights and call an airstrike as his ultimate. The loadout and talent system unique to Paladins helps players fit Viktor to their preferences, and this has always been Paladins strength. The flexibility and depth that these mechanics can add to the existing roster, despite their simple concepts.
As the game has progressed, and more and more champions have been released, the trend has increasingly shifted towards extremely convoluted character designs with overtuned kits. Compare Viktor to the new DPS champion, Kasumi.
Kasumi stabs a voodoo doll that deals damage and applies stacks of "Curse," which stacks up to 5 times and causes them to deal less damage and take more damage. Her right click deals burst damage depending on the stacks, and debuffs if you have max stacks. Her Q places up to three traps; which deal damage, fear and also apply curse stacks. Everytime a new target gets a stack of curse, 2 stacks are removed from everyone else who has the curse applied. Her ult applies curse in an AoE and scales of the amount of stacks already applied to the initial target.
You kind of get my drift? Kasumi on released was an overtuned mess. She did everything: damage, area control, CC, had good mobility. There was no reason to play older characters over Kasumi who could just shoot and do damage. Why even do that when you can apply curse stacks on every action which were extremely rewarding for no effort?
The overdesign issue with MOBAs is something that plagues a lot of long-running live-service games. The power creep is one thing, but the sheer amount of stuff they try to cram in together in the base kit is actually exhausting. Characters have clear identities for sure, but gone is the original feeling of the game as these kits get more and more convoluted. It is not a coincidence nearly every new character that gets released is deemed too powerful by the balance team a season later.
Early champions in Paladins are extremely basic concepts with simple kits. Take Viktor- he can shoot a rifle, sprint, throw a grenade, aim down sights and call an airstrike as his ultimate. The loadout and talent system unique to Paladins helps players fit Viktor to their preferences, and this has always been Paladins strength. The flexibility and depth that these mechanics can add to the existing roster, despite their simple concepts.
As the game has progressed, and more and more champions have been released, the trend has increasingly shifted towards extremely convoluted character designs with overtuned kits. Compare Viktor to the new DPS champion, Kasumi.
Kasumi stabs a voodoo doll that deals damage and applies stacks of "Curse," which stacks up to 5 times and causes them to deal less damage and take more damage. Her right click deals burst damage depending on the stacks, and debuffs if you have max stacks. Her Q places up to three traps; which deal damage, fear and also apply curse stacks. Everytime a new target gets a stack of curse, 2 stacks are removed from everyone else who has the curse applied. Her ult applies curse in an AoE and scales of the amount of stacks already applied to the initial target.
You kind of get my drift? Kasumi on released was an overtuned mess. She did everything: damage, area control, CC, had good mobility. There was no reason to play older characters over Kasumi who could just shoot and do damage. Why even do that when you can apply curse stacks on every action which were extremely rewarding for no effort?
The overdesign issue with MOBAs is something that plagues a lot of long-running live-service games. The power creep is one thing, but the sheer amount of stuff they try to cram in together in the base kit is actually exhausting. Characters have clear identities for sure, but gone is the original feeling of the game as these kits get more and more convoluted. It is not a coincidence nearly every new character that gets released is deemed too powerful by the balance team a season later.