[edit 1, it's gonna be a long read ahead!]
Hey guys!
Just running through my thoughts on the current battlebay's support class, the fixer.
I've always played some sort of a support, utility type character in whatever games I get into. 1500 hours+ on medic back then in tf2, platinum ranked mercy on Overwatch, diamond 3 maining supports (sona, thresh, Braum, in league of legends, the smoke+flash ang expert in cs source and go who learnt every strategic nade in the game, I'd like to say I have an fair idea about the best balance for supporting
Currently fixers are actually at a really good state, being both to switch/rotate between a more combat role as well as an utility class. Allowing 2 weapons slots (for further mark models) does really do allow an fixer to put out an considerable amount of damage. With this, it is a lot more fun and interactive then the brain dead tf2 healing medics. Additionally, fixers are being treated well with rewards, both in the loot and battle stars. It is satisfying that you have 2 stars on the scoreboard while you deal the least damage. Whereas the loot is definitely keeping me happy.
However what I feel needs to be improved (over time of course, I know the team is extremely busy after the global launch) are in 3 areas
1. Versitity
There are 19 red attack weapons and only 3 green support items. I do feel like more support items should be introduced. For example maybe a syringe shot that can be fired mid to long distance, healing teammates it hits and dealing a bit of damage when it hits the enermy. Or even support healing beacon that you leave out, where it does a bit of Aoe healing for an fixed time (no pun intended). Or similar ideas like these.
2. Statistics
There is nothing more satisfying then seeing healing done at the final score board. Although there are missions that can track how much healing you have done, why can't it be on the scoreboards too? We supports need our egos stroked
!
3. Team structure and combination
This is an more general one, I ususally lose an match when there are 3 or over fixers in the game. Sure it's nice having a lot of people playing fixers, but it sure isn't great when you have a lot on the team. Whereas other games, when I decided to play the speeder, I constantly get games without a single fixer on the team. I would recommend locking in an pick (choosing what you play) before you tap battle, so the teams can always be fabricated with an balanced structure.
4. Unrelated but please show the speeder some love :'(!
The community's current opinion on speeders (especially lower mark models) are terrible. Well to be honest, it is easily for a lot of newer players to misunderstand the impact of speeders for an team. Flanking, drawing away the enermy team's firepower from the rest of the team, dodging a ton of shots seems to be none rewarding, even if you do win, all you get is an low output of damage and 1 star on the scoreboards in the end, thus leading to the lack of appreciation for players that has never played or understood the play style of the speeder.
With that I draw an close on my summary and thoughts to improve. I want to thank all the developers and administrators for all their work, especially the effort they have put in during the global launch. I hope you guys, alongside the community can continue to make this game fun in the future!
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