Forum Discussion

Miskira42's avatar
12 months ago

Alter Ability Feedback

I want to say first and foremost that ever since Alter’s release at the beginning of Season 21, I’ve done my best to exclusively play her. And with this season coming to an end I wanted to share some short feedback on her abilities and share some concerns. 

Passive

Pro: It works incredibly well as a mini Loba Ult, while also capable of quick looting and intel on attackers from a previous fight. Well balanced, and easy to use. 

Con: Can be difficult to aim on your desired loot box when a number of them are clustered together. Maybe instead of being able to just aim and select just one. A menu similar to the death-box menu could appear and display all the death-boxes in a vertical list with the corresponding colors to each death-box in the menu, going from the closest to the center of your reticle will display first at the top and furthest away from your reticle will display last at the bottom.

Tactical

Pro: A unique and creative ability that can provide a variety of uses in any situation. Whether it be moving to a better position, rotating in or out of a fight, baiting enemy players, or even taking enemies out of cover. It is particularly useful for breaching hard to reach or heavily protected areas. 

Con: Occasionally upon usage, I’ve found that the tactical doesn’t allow me to pass through it if I stay too close to the exit side after entering. Example: I created a portal using my tactical. I find enemies on the other side I didn’t want to engage so I quickly pulled my character back in the other direction to leave the way I came. However even after being completely up against it for at least 3 seconds, I did not pass through and was eliminated. Definitely can cause frustration at times. 

Ultimate


Pro: It makes for a great way to reset after a fight with another team goes bad. Also great for repositioning after scouting a head. Allies can play father apart from one another now with a means to safety or a teammate. Can even work as a way to rotate around enemies during a fight. 

Con: The charge up time is understandable. However, the need to aim at the Void Nexus can be difficult to pull off during a fight or on the move. Simply finding it with all of the visual clutter can difficult let alone aiming at it. It’s often common that players don’t understand how it works when there’s no visual on their HUD. I suggest that either a comprise on charge time or accessibility.

By compromising on charge time: Rather than to aim directly at it, instead it would be accessibility through your allies survival items menu. Example: Similar to the radial menus we have with healing items and emotes. Currently players can only hold one survival item, but while Void Nexus is active. Players on your team including Alter would be able to set this as their initial survival item, players can also switch between the Void Nexus and their other survival item at will. This way there is no searching for the Nexus when you need it once you’re ready or panic aiming for it during a fight.

By compromising on accessibility: instead of the current activation speed with the animation of the tablet in the players hands. Alter and her Allies would face the void nexus icon and upon interacting with it would instantly fall through void and arrive back to the nexus’s location. 

Lastly, thank you for reading this and I hope you enjoyed hearing my comments and suggestions. 

1 Reply

  • @Miskira42  For the passive, I usually would just exit out of the deathbox if its the wrong one and then aim at the one I wanted. The loot icon would disappear on boxes you had opened and the glow of the deathbox would disappear once an item is taken. The inventory management you've mentioned sounds nice, but in a lot of cases an Alter would be stuck more in a menu when trying to quickly loot.

    For the tactical, you have to walk at least a foot away from the portal. The reason why you have to move away first is because if it just lets you use the portal, it could teleport you when you move in any direction, which would make you get stuck as you move back and forth until the portal disappears.

    Lastly, while the idea of the ultimate becoming the active survival item sounds nice, keep in mind that knocked teammates won't have access to their survival menu, so they would have to look at the Void Nexus to be able to use it. Also, in most cases, a player might try to throw out a heat shield, but would start activating the Void Nexus instead. For this idea to work, it would have to be a button we can press and hold. However, most buttons on a controller is already being used, so it might be hard to make it easier for everyone.

    Maybe if the Void Nexus icon was a little bit more visible and we can see where it is by the icon on screen pointing in its direction like how it does for teammates, it could work. The devs would also have to be careful as a bigger Void Nexus icon could block Alter from being able to use her passive if there's any deathboxes around the Void Nexus.

    Overall, I've had the same thoughts about Alter. The ultimate does take some time before you could use it, but the cooldown is a way to balance it. I just wish you could get the ultimate refunded if you deactivate it before anyone had used it.

    There's been times where I've thrown out the ultimate and then the ring closed over it and times when an enemy team would push where the ultimate was left. In the cases where a team is around the Void Nexus, they would often camp it. Its not fun recalling back to the Void Nexus just to find out a squad was camping it. I would rather recall unused ultimates and then redeploy them somewhere more useful, (especially when the location of one gets compromised by an enemy team). It would also be nice to see an indicator on the Void Nexus that shows if using it is safe or not. I would prefer to avoid using the Void Nexus if there's a team nearby it.