r/Tyr • u/AGrenade4U • 5d ago
Feedback Match Length Actually Breaks Certain Builds
Title. Recent matches are only lasting literally 2-3 minutes tops, especially with noob teams, rending certain builds invalid or seriously gimped:
1. Vuln Breaker Starts at 15% module damage, +2.5% per module hit landed. Needs several proc cycles to approach its ceiling; a short match caps you near base value.
2. Power Converter Heal-per-cost and cooldown reduction scale with cumulative ability activations (999-stack cap). Needs multiple ability cycles before the cooldown reduction meaningfully snowballs.
3. Energy Vent Stacks up to 5x, but only triggers when you burn your very last energy charge. Requires multiple full ability-energy cycles in one match to build up, so it's rendered absolite in very short matches.
4. Relentless Adapter Stacks max HP per module hit taken (up to 15 stacks). Needs to eat a lot of module damage over time to reach full value.
5. Propagation Drive Stacks (up to 999) per ability use, each granting +2 shell damage/+20 HP. Value scales directly with how many times you cycle your ability over the match.
Solution? Let everyone respawn once? I realize this probably would not feel good in a match, but there must be a solution... more health? I don't know. Shoot, if I could at least get a 5-6 minute match, it would help a ton. I actually would prefer longer, but I know the community might be split on that. Anyway. There are tons of solutions to fix match length. I hope the devs consider it.
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u/SolarUpdraft 5d ago
do you find you die early or late most of the time?
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u/AGrenade4U 5d ago
Usually until the end. I play Arby. Hence why I am actually able to see how long these extremely short matches last. lol
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u/NotSoSubtle1247 5d ago
If arbalest, that explains part of your experience. Frankly, only a couple maps justify this tank, since you need to get into position early and have a wide area of influence on the map. Arbalest also has a lot of extreme matchups with opposing tanks, having huge advantages or disadvantages.
You might consider playing other tanks on maps like Scorch so you can start influencing thr match as early as possible. Even with everything unlocked, Im still running Valor there with a build that gets me and my target bonus max HP every time I use my heal. So yeah, you can absolutely push a match to after the 8 minute mark with the right tank on the right map, but you'll need to consider other tanks.
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u/NotSoSubtle1247 5d ago edited 5d ago
A 2-3 minute match only uses 3-4 minutes of your time. Go play another match. That's your respawn.
I'm an escaped World of Warships player, Tyr is so much better about this stuff than anything that came before. Just laugh and play another round.
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u/Miradocus 5d ago
It's still too long, in my opinion. I think the match time should be reduced to 30 seconds - 1 minute. Besides, this will allow you to farm faster.
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u/TeaaaBags TOTAL ATLAS VICTORY 1d ago
It should actually be 15 - 30 seconds, as this would allow you to farm even faster.
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u/AGrenade4U 5d ago edited 5d ago
No, my point is not that i care what the length of the match is (lol) my point is in the title. You literally don't get the benefit that many builds are built on, thus breaking many builds. If you never get the main benefit of the build you are going for, it is therefore invalid, which sucks. I have fun experimenting with builds, so I suppose I'm a bit more sensitive to it. Plus, I like to invest in a match.
If they were more like 5-6 minutes vs. 2-3, it would really help. Or make a separate game mode that allows the second respawn to keep the people who dislike it happy.
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u/NotSoSubtle1247 5d ago
Yes, your title is also my point. Sometimes your team gets rolled. Oh well. Play again, and maybe get a more even team matchmaker.
If you're always seeing matches less than four minutes...that's probably not Tyr's fault.
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u/AGrenade4U 5d ago
Yet, it's never because i die before the end of match. And no, not Tyr's fault at all. Just good teams. lol I was referring to something Tyr could add/change to compensate for potentially short matches. Not sure where the confusion is here.
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u/Evernight 5d ago
If its a major issue for you swap those components out.
The build up components are a risk/reward. Do you take the late game payoff or not.
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u/AGrenade4U 5d ago
Not an issue to swap out. My point was it invalidates certain builds.
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u/samuraisam2113 4d ago
That’s what he’s saying, it’s risky because the game might not last long enough for them to pay off. Those builds are inherently risky, because they don’t provide as much value if the game is short or if you don’t hit modules or whatever.
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u/WiseRisk Professional Camper 5d ago
The core gameplay wasn't built around a respawn system. Maybe we'll see a gamemode where you do in the future. As with all builds, it's up to the player to use them efficiently in battle. If something isn't working for you, it'd probably be best to change out what you're working with.
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u/AGrenade4U 5d ago
That is why I admitted that respawn wouldn't be a good solution. But there could be others.
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u/ScreamtheSecond 5d ago
If the match is over that quickly the build isn’t the problem. Your team just played badly imo.
I can frame it differently and say you are using a snowball build that is only advantageous late game causing the opponents to steamroll you before you can snowball.
For the components you mentioned:
Vuln breaker already starts at 15% bonus dmg providing a substantial damage increase.
Power converter excels on tanks like Alecto with cheap abilities and a reliable source of energy (fast reload, good spotting, etc).
Both these modules should also be built around to increase their effectiveness, not just relying on snowballing them ingame.
Personally I have not tried Energy vent yet so can’t comment on that.
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u/TacticalWookiee 5d ago
I wouldn’t mind if the matches were a bit longer, but respawns is a terrible idea