Originally Posted by
FledgeSRondo
Go to original post
It's only been a day and I've already encountered this issue. Revenge no longer gives an outnumbered remaining player any reasonable chance or incentive to stand their ground and fight, encouraging a different survival strategy: running. Just, running. Either to fish for environment gimps or run out the clock. In this regard, heroes with faster sprints like PK now have a much greater advantage over slower ones who can't escape as quickly, and an even greater advantage if they're matched against slower sprinting heroes/builds.
I've already had multiple matches where my remaining teammates are unable to chase down the last enemy player literally "running" down the clock, and on some wider maps with lots of open areas and escape routes it's depressing to watch teammates simply unable to catch up to or corner the opponent. I was in an Elimination match that actually timed out on two rounds, not because of intense nail-biting edge-of-your-seat fighting, but because of continuous running and chasing. Not exactly a thrilling way to end matches.
And in the case you're the only skilled player matched with a team of lower-level players in Elimination, every round you'll survive your first opponent only to face an insurmountable 3v1 gankfest. Before Revenge would give you a chance to turn the tides if your teammates dropped the ball, but now bad match-making is like a death sentence. If you're the kind of good sport that won't disconnect out of respect for the group's play quality, you're practically guaranteed a bad time until the match is over.
Revenge was admittedly pretty OP previously, but at least it encouraged fighting in order to finish a round and keep some exciting suspense over the match outcome, instead of a one-sided perfunctory gankfest on one end or a dragged out chase on the other. What's more, at least in the case of match ends, Revenge genuinely encouraged skill-based dueling, as enemy players would refrain from ganging up in order to prevent Revenge from being incurred and risking defeat, and it was exciting to some extent to play against higher level players who would prove challenging instead of simply ganking them under the rug. It is more realistic, true, but there's less suspense and tension in some respects. I can see how in modes like Dominion the number advantages can play to a well-coordinated team's favor, but on the other hand it seems to discourage duel-based skill and emphasize team-based skill, which is difficult to manage if you don't have a microphone or play on console with limited team messages. Previously a player could focus on beating one opponent at a time with the threat of Revenge keeping others at bay, but now fights are constantly interrupted. I've seen players now gang up with one being the dedicated guard-breaker and the other being the dedicated attacker, it's a simple matter of guard-breaking then attacking, rinsing and repeating until the opponent is dead with little in the way to discourage it. Revenge is no longer a sufficient deterrent to this playstyle.
It's interesting how a small change to some statistics can have such a large impact on the meta, and it doesn't seem like many players here have encountered these issues yet. I'm not sure how to resolve these new kinks, not sure if it's just an issue with the way certain modes are designed or how matchmaking is set up. I know Revenge needed a nerf somehow, but these are some of the side effects I've seen that I've found kind of annoying.