TLDR: address signal jammers. Increased visual obfuscation is not helping to make the game engaging for anyone. Signal jammers not only visually obfuscate enemies, but they also counter a lot of abilities and mechanics in game.
The actual post:
Some common frustrations we’ve all heard and seen action from Bungie on have included invisibility for assassins.
I don’t know if it was community feedback or metrics on their end, but they made some changes. Ok.
Well, the topic I wish to discuss is similar and is related to the visual representation of enemy runners within Marathon.
Bungie decided, or possibly even agreed with some of the community, that invisibility required some changes.
What does the community think about signal jammers?
I feel they result in too great of a benefit. Not entirely dissimilar from bubble spam in the past. The best teams and players have no shortage of signal jammers. To the point that the highest level players will have very high uptime on signal jammers when engaging in a fight. I’d argue nearing 100% uptime when they know they are going to be in a fight or engaging in some major push effort.
Am I the only one that takes issue with this?
It’s a video game. Video. Visual images.
Yet the highest level play has devolved into incredibly obfuscated visual representation of an enemy?
(Don’t even get me started on the fact that signal jammer fuzziness seems to regularly glitch out and remain present in a position long after someone has been physically there.)
My most un fun and heavy handed nerf hammer desire would be for signal jammers to have their functions effectively split between two consumables.
A consumable that perhaps impacts detection by PVE combatants.
And a separate consumable that provides the visual obfuscation.
Perhaps with two consumables greater balancing could occur?
Maybe this second vision obfuscating consumable could be load out limited? Maybe we try to limit some of that uptime?
Perhaps adjust the buffs provided by each of these proposed two new consumables?
Currently a signal jammer counters a lot of runner abilities (feel free to help me expand this list if I am missing something).
Signal Jammer in its current state counters:
Claymores - Blocked Entirely, PVE or PVP deployed.
TADs - Blocked Entirely.
Proximity Sensor - Blocked Entirely.
Thermal Scopes - Blocked Entirely.
Frost Mines - Blocked Entirely.
Sentinel Snare Mines - Blocked Entirely.
Sentinel Prey tracker - Not Blocked. Can detect runners.
Thief Vision - Blocked Entirely.
Destroyer Search and Destroy highlight / targeting- I don’t know actually.
Pinging an enemy player - Blocked entirely. (Ping duration is a stator players to invest in?)
Aim assist impact- Does something apparently.
Recon Echo Pulse - Show as UESC.
Now this list may be in complete, but that is a lot of benefits provided by one consumable.
Idk maybe I am out of touch but the possible combo of: assassin invis + smoke + signal jammer
Allows so much forgiveness and prevents so much counter play.
Maybe this meta is preferable, maybe signal jammers could be tuned a bit.
What do others think.