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.