This is some stupid crap right here. Glad I haven't been playing in a while. AUTO aim for certain weapons and melee. Now Auto spotting and locating. AMAZING!
Really hate this crap too. Paint a target on my head, give me one spawn, up my target value, and don't even give me any super advantages to compensate. There goes what little incentive I had to use my Nobz... Least they got sweet blue warpaint!
Veterans shouldn't be a reward. Restricting game content based upon the winrate of a player is elitist, all content should be accessible to all players. Objectively wrong. Your statement implies that a comeback is utterly impossible in all games from all players ever. Your method of balancing would guarantee that they would never happen as the losing team simply does not have a chance to do so, as you would prefer to finish the game quicker. I would argue that the closer games warrant more investment of concentration and skill, and become more enjoyable and tense as a result. In games with spectator functions I typically see from my experience that more players who have died will remain to watch the outcome. Why shouldn't the weaker team be able to close the gap? Objectively wrong. Your statement implies that the tools given are used correctly and supported by the team in every instance where the tools become available to the trailing team, and that the leading team does nothing to attempt to counter the tools, resulting in a guaranteed comeback; implying the tools are an auto-comeback method. Personal taste. MOBA's and RPG's are apples and oranges. That's like saying in Battlefield a game is condensed into a 20-30 minute game as opposed to a 2 hour ArmA 3 coop mission. They are incomparable. A MOBA has little to no RPG elements, like story telling, world building and immersion, and instead is laser-focused on a competitive meta. I simply take issue with your dumb suggestions which exacerbate the issue of snowballing in competitive games, that severely hinders weaker teams, and restricts content to an elite few.
I dont like the "skull" but if its "use" can allow for more freedom in customization for my characters im fine with it.If that is not feasible/allowed then by all means get rid of it!
You probably do not even know what "objectively" means. There's dozens of examples of bad comeback mechanics ruining games, such as your favorite Behemoth which lets a team that should by all rights be utterly destroyed extend a match by a few minutes with cheap potshots from mounted weapons. Rubber-bands make games a less fun slog, even if they sometimes lead to a comeback, and you provide no evidence to the contrary. You should probably learn to read what is written and not the 'implications' that are easier for you to argue with. A more apt comparison would be apples and apple-juice. MOBA is the full RPG experience(leveling a character and using it for PvP) condensed into an half hour session with most examples having the added objective of destroying the enemy base, so that a match has a clear end-point other than kill-count. Though arguing this point is hardly relevant to the issue at hand. What I specifically state, is that the comeback should not happen through tools meant explicitly for the sole purpose of facilitating it. Compare Baron Nashor from League of Legends to the Behemoth you mentioned earlier. -Baron is always available to both teams and presents an opening that can be exploited by either team to get the drop on the enemy, while rewarding a successful takeover with a substantial bonus to their game-closing capability, as a cherry on top it can be stolen from the team attempting to claim it with naught but a single well timed play. -Behemoth arrives only when a loss is so substantial as to demand giving the losing team an unfair advantage, and arrives only for the team that is explicitly losing. It provides a feel-good moment when the losers get to score some kills from it's mounted guns and that's usually the end of it. The only strategy to prevent it's arrival is to yield enough score to the enemy so that they never too-far fall behind, something that were it absent would have never crossed anyone's mind. Baron is a good comeback mechanic, because it's universal and also a game-closing mechanic. Behemoth is garbage that artificially extends an otherwise clear-cut game. Which part of my suggestion restricts any of the content? Are you perhaps dense and need it spelled out for you a third time? -The current implementation is a one-off use, after which your veteran is gone. Skilled player lives longer, and uses their veteran more. -The direction suggested by the devs ATM is "earn to use". Skilled players earn their veterans, scrubs getting stomped never get to do it. -My suggestion is to let you use veterans all you want, but if you suck you spend an appropriately longer time dead, so that proper balance is maintained between your staying power and the time you're gone when you go down. You disagree with my implementation, because you disagree with my philosophy, even though your philosophy would lead precisely to the garbage you don't like(content restricted by skill, or specifically, a lack of it).
My main issue is that we have been told repeatedly that we should be able to see if an enemy is powerful or what equipment they have based off their appearance. This idea has been reinforced by making sure weapons like Abadonn's Grace and the Guilded Bolter never become skins. The devs have mentioned it many times, the appearance of the elites should be enough to tell and in line with many of their decisions. Why do they go the extra mile to even put an identifiable tag on the elites? Thier skinand gear should be enough and it falls in line with their development goals. Just take off the little icon and let people do as what the devs have said to do. Recognize players war-gear based off their appearance.
Not sure if you already figured it out but just to confirm for you that you DO get your veteran spawn back. I have crashed while playing my veteran, and specifically exited a match after dying as one, and both times it let me spawn as her again upon rejoining the same match. As a side-note I find it interesting the scoreboard also keeps track of your previous kills/revives/etc, but not your XP. So you could technically be at the bottom of the scoreboard with 30+ kills...
Is it permanent, or does it only show when you've been spotted by an opponent? I'm not entirely against it if it's only there when an opposing team member has spotted you. I guess if you wanted to give agency to the player, you could have different keybinds to tag different icons over enemies' heads (like Raid targeting in an MMORPG). Pretty tough to do that when the game's so fast-paced at times.
1) Yes, that appears to be correct. 2) Only if by 'the full RPG experience' you mean 'not the full RPG experience', given only keeping your abilities for half an hour hardly constitutes the RPG experience.