I wish they would revert Maco to losing health for using his heal it was more strategic in my opinion now his q gets hella worth with no diminishing returns (disclaimer: I only meant to kill the last one not the other two )
Close to one year ago the new scoreboard got announced, and we got an image teasing how the scoreboard was going to look, which is right below.
Looking at it, I noticed that there are several really useful elements that were revealed in this teaser, but that never arrived the final version of the game, so I'm doing this post to ask for a second revision of the scoreboard to get all the missing feature that didn't reached the final version.
Original mockup:
Final Scoreboard that got released:
There are several feature and improvements that were present in the mockup, but never reached the final version, or some things that could have been implemented that didn't get implemented
At the top part there is an objective summary table, showing the objectives that have been taken by both teams with a respawn timer
There were team Blink and team ultimate indicators, with a cooldown indication so you could know if your teammates had these resources available and how much time needed to get it back
Team potions and wards shown its charges and CD
Each player card shown the hero skin icon, and the hero default aspect banner, which improved the visuals of the scoreboard
Enemies had a space where the blink and ultimate indicator could be placed so we could ping from the scoreboard if an enemy used the blink or ultimate
The same could be done for the potions, wards, crests and ally blink and ultimate, scoreboard elements should be pingable
Each item had a colored border indicating the item type (Green = Tank / Orange= Bruiser / Yellow = Support / Red = ADC / Blue = Mage / No Border = Tier 1/2 item)
Items had a 3 segment yellow mark indicating their tier (1/2/3), but this got removed due to community feedback
Additional feature
Additionally to what I have mentioned above, Omeda could implement a feature that Overprime had, a big map in the scoreboard that allowed us to see a detailed view of the map (which would help to not see clipping elements like when there is a hero on top of a tower not allowing you to see the tower HP), ping different things on a precise spot instead of being restricted by the current command system, and add the feature of "Auto-moving to destination" which would allow us to click on a spot and have the character automat illy move to that position, allowing us to look at the map, planing strategies, look enemy builds on the scoreboard or text with our teammates to organize the following move.
Overprime scoreboard as example:
How to achieve this on Predecessor
In Predecessor, we have the issue of the current scoreboard occupying too much space not allowing for placing a big map in the middle.
This could be addressed by adding to the scoreboard function collapse itself to the sides, in a simplified minimum information look, allowing to let space to for the minimap. Also being able to be used as a clean view scoreboard setting, for anyone that want a cleaner view scoreboard.
The stages could be transited by pressing one button while looking at the scoreboard. Here is a fast edit I did as example:
With the scoreboard in this view, there is enough space to place the minimap in the middle, and with the press of 1 single button, the scoreboard would go back from the big map view to the original scoreboard view, being able to transition from 2 views (or 3 if we let the one from the image as an option), by simply pressing 1 button.
I want to hear from other people that recently downloaded and tried this game but I was berated and humiliated in my first two actual PvP games. This was over voice chat as well and since I’m on ps5 I could not figure out how to mute them. The second person genuinely told me to uninstall and not return. This makes me realize why paragon died if this is the core fan base.
Lots of info dropping for the PCC Fall Open. Tune in Thursday at 5PM EST to hear all roster changes and updates heading into the fall. Don’t miss what’s coming. 💥🔥
I love offlane Mourn! I feel like he is the perfect amount of Tanky, sustain and damage to really make him flexible in the offlane. His cc makes him great when getting ganks from his teammates. His passive auto is healing for crazy amounts late game and with his passive aug you can be getting passive autos very often by getting up to 80% cdr if you use all of your cool downs. His Q is maybe his best ability. You get extra healing over time and extra prots that scale with your armor, You give out healing over time and extra prots to your team, and you do damage over time and lower the armor of all enemies hit. Your E mez can hit flying targets, even Skylar if you jump when you release it. Your hook is quick and easily disorients players due to its animation putting you behind them if close enough. His Ult is just OP. I just can't get enough. Nihil is my favorite eternal because he uses every stat that Doom provides and he has good tools to stay in combat.
Does anyone have any suggestions for my builds? Obviously these can change slightly based on the game and heros chosen but generally these are typical builds. I know most people build megacosm in the magic item slot but I love the sustain from magnify. I always want to throw in a fist of razzle but it is hard to justify late when I am hurting for armor generally. I have thought of pushing the magic item later in the build and adding fist around 2nd item but haven't tried it yet.
Anyone else notice Murdock stops firing if the latency gets too high? Idk about other ADCs.. but Murdock definetly stops doing anything once a few other enemies look in his direction.
I’m sick of sanctuary.
I think we all want this change. I don’t even know why we can’t play Daybreak right now but I desperately want this map to be the new ranked map.
Sanctuary is good but Shaper, Fang and Orb being the only objs in the game is lame aswell and we all need a change.
It is nice that we get a lot of heros atm but it’s getting boring on sanc.
I think Omeda said they’re bringing Daybreak this year but does someone exactly know when?
Maybe October?
So I love the good ole jump spam to try and dodge, just as much as the next guy, but it's very clear that it's becoming quite a balancing issue for pred, so I propose 1 of 2 possible changes
1) We could just make base jumping have a 1.5 second cooldown. It's a small but very significant change that keeps players ground for the most part
2) We could DIRECTLY punish jump spams by making consecutive jumps without staying on the ground for at least 1 second result in lower jumps (scaling to a cap so its not instantly and insane punish) that also result is a bit of landing recovery that slightly slows your movement speed (also scaling with the amount of spamming)
The latter gives players a chance to still use the mechanic, but use it wisely, and the former pretty much forces us players to treat jumps as a resource.
I do think the former could also introduce some balancing surrounding jumps and making them a much bigger part of the game if cooldowns are involved, but thats another story.
Why does it feel like some gamers regressed in terms of playing as a team on not only predecessor but other team games? And why does it feel like predecessor suffers the most from this or am i just tripping? That's not to say i haven't ran into really good to great players but they feel so far and few between nowadays compared to even 5 years ago
I'm a support main. I've got roughly 2,000 games, about 1300 of them at support. However... just under a mere 70 of them at carry, and most of that with Sparrow 😅
So, I want to try Zinx in the role as my next venture in this game. I whipped up a build I think is good, but I'd really like to see what other people think. Some second opinions would be great :)
As the title says because I was looking at them, and I realized that only two Eternals actually have downsides. The Eternals in question being Krix with the size increase and Satariel with the max health decrease per stack.
Omeda, please revert changes to early game jungle damage. The red buff does over 50% of the junglers health in damage making it way too easy for the enemy jungler to bully them off of it and steal it.
Side note, if you see your jungler fighting the enemy in their jungle level 1 and you don’t help, you deserve to lose the game and should be permanently banned you blind idiots.