Another patch and PVP has barely changed. Still not even close to balanced.
Here is a list of some of the most obvious enduring issues.
- Chomper sniping
- Garlic Drone's barrage is very bad.
- Damage being too low for many classes, specifically their primary weapons. This includes pretty much every high ROF class, most notably Imp, Soldier, and Corn.
- General TTK for primary weapons being too low for stopping escapes, and for combating the high Heal Rates and Overhealth. Damage is too slow, yet Healing and general Mobility is very fast.
- Arcane Enigma and Outta Fight activate too fast. The TTK is too slow to have these abilities activate so quickly. Very easy to avoid dying as Rose and Electric slide.
- Abilities that grant invincibility can be used to contest points. This is very overpowered, especially when using Burrow with the Well Fed upgrade while their is no Engineer to stop you.
- Acorn is too strong at mid range. He is a small character who doesn't have to get close to reliably land hits with his primary weapon.
- Small classes like Acorn, Imp, and now Nightcap are able to be played reliably at mid range.
- Z-mech is still bad. Doesn't do enough damage with it's primary. Imp still doesn't have the damage to combat Healing or mobility / sprinting.
- No damage dropoff. Almost every character is forced into a campy playstyle, or has too much damage to be allowed to snipe.
Why is their still no Damage Dropoff? It isn't very difficult to snipe at all, despite changes made with the intention to make it difficult. The GW games share projectile mechanics like bullet drag, and those games very much needed Damage Dropoff. Those games are proof that BFN needs it too.
The recently changed Nightcap is a great example of how working without Damage Dropoff makes balancing much harder. Before the July patch, Nightcap was given a seemingly bigger spread, making her more difficult to snipe with. I assumed this was done to force Nightcap to fight at close range, but I think it did make her a little hard to use. Now Nightcap is back to being able to shoot and snipe at mid range. This is NOT balanced either, because she has Parkour, a Double jump, and a relatively small hitbox. She is too difficult and mobile to be allowed to snipe at mid range. Wouldn't it be better if Nightcap's shots lost damage the further they traveled, so that she would be forced to get into close range? That would easily help balance out Parkour, and Nightcap generally being difficult to hit.
Their are similar problems with other classes. Most classes like Soldier, All-star, Corn, and Imp, don't deal enough damage. But if they are buffed, they will be too good at sniping. Damage Dropoff allows that middle ground.
The only other solution I could think of is to give projectiles a behavior where the projectile takes a drastic nose dive after it reaches a certain range. Which i don't think sounds very good.
9 months of small changes to damage, healing, and speed, and fighting in PVP is still too slow and campy. The PVP needs a BIG change.