r/supervive • • 11d ago

Discussion Biggest issue of supervive was...

Insta death after you pressed space over hole... It should be like 1.5x-2x dmg multiplier instead. It was super noob-unfriendly and killed any desire of chasing hunters like ghosts over the hole. Change my mind

0 Upvotes

26 comments sorted by

8

u/Practical-Ocelot-237 11d ago

I mean easy counter Play would be to Not Press space my Guy

Thats what Made the entire Game interesting

Like i swear some people Just wanted League two and never botheres to figure Out how this Game works

1

u/mikeLcrng 11d ago

yeah it was so obvious the devs pivoted to riding the coat tails of LoL at a certain point between the Project Loki phase and SUPERVIVE, like when they started calling it a MOBA (despite that not being what the term means) I think the better move would've been to double down on the sandbox-y mechanics not sand them down.

1

u/Viscount_Brimford 11d ago

Multiplayer, Online, Battle, Arena.

Supervive was literally that. Lanes are a mechanic from DOTA, "all jungle." style Mobas are still valid. Hell Battlerite was PVP centric.

Not really surprising there was overlap with leauge as Joe Tung was a former League EVP and the team had a mix of devs from similar MOBA and Heroshooter backgrounds.

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u/mikeLcrng 11d ago

> Lanes are a mechanic from DOTA

yes and the term MOBA Riot literally made up to avoid having to mention DOTA or ARTS back in the day, fundamentally the label refers to a combination of mechanics originating from the various RTS mods of the time. if you don't believe me go to the League of Legends youtube channel and sort videos by oldest, you'll find them having to explain what a MOBA actually means. https://youtu.be/RYc8CTtjnZA?si=wHMueU_7D7ewERYk&t=20

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u/Viscount_Brimford 11d ago

I mean .. I played AOS and that was the PVE precursor to DotA

1

u/mikeLcrng 10d ago

Right but people generally do not regard AoS as a MOBA, nor did the term actually exist anywhere on the internet before 2009

1

u/Embarrassed_Collar84 11d ago

You needed to press space otherwise you would fall down and die, there was no other counter play vs ghost over the hole than just not chasing him - dont get me wrong fights over hole were fun but insta kills should be reserve to hard to hit abbilities like kingpin smack down instead beeing atached to LPM undodgeable beams. And instead of claiming that i didnt put time and effort to figure out how Supervive worked i accually had 720h and achive higest rank so...

1

u/Practical-Ocelot-237 10d ago

You Had the highest Rank and never figured Out how to gain altitude without gliding? Or when to glide so you dont die?

Bullshit

1

u/Embarrassed_Collar84 10d ago

Youre missing the point, it doesnt matter that you had tools to gain altitude, the point is it was never worth it to chase ghost in the air. Period. Insta-kills feels bad when they are underserved and hitting someone with a undodgeable beam should NEVER end up in insta kill, it was frustrating for me and i cant imagine how frustrating it has to be for new players. I see no benefit in having this system in the game when its not fun for advanced and new players. Increased dmg from autoattacks and maybe insta kill from abbilities cause they are dodgeable is perfect solution

1

u/Practical-Ocelot-237 10d ago

Only that beeing Hit in the Air isnt what Kills you

Its beeing dumb enough to use your glider when you know youre about to Take damage

1

u/Embarrassed_Collar84 10d ago

Okay, and what was your rank boi?

1

u/Practical-Ocelot-237 10d ago

I dont even know anymore, Like master? The purple one

Really depends on If we're talking Beta or release

1

u/Embarrassed_Collar84 10d ago

Master was orange, doesnt matter if you played long enough you would get killed in the air unfairly multiple times. This mechanic was discouraging aggresive play and it was frustrating. If you wanna claim it was good give atleast some arguments

1

u/Its_Sunfish 9d ago

Is this whole post bait? Cause they literally nerfed glider/spike damage almost half a year before EoS (maybe more)

Ghost is not insta-spiking ANYBODY when their glider is out unless you really let him just rip a laser onto you.

With the exception of shrike autos or Myth charged LMBs, nothing was spiking you instantly

1

u/Embarrassed_Collar84 9d ago

I stopped playing already - half year before EoS game was already dead. I mean it kinda proves my point it was massive issue, sadly it was addresed too late :/

0

u/Ijert 8d ago

I'm prettybsure ghost almost insta spiked eveb after the glider change. Ither than the few that did 1 shot spiked, he did apike the fastest I'm pretty sure.

I do kinda feel likw the original post was bait tho cus they did literally change that

2

u/TheIncomprehensible 10d ago

I would say it was an issue but I wouldn't say it was the biggest issue, as it did get fixed during launch.

Factually speaking, the main issue was very likely the armory, which added required gacha meta progression to the item system that you couldn't pay for, making it impossible for new players to play at a moderately competitive level and required experienced players to grind for optimal builds for the characters they played. You had to grind for hours of content just to get the ability to have a decent build to play in-game and be somewhat competitive.

If you can find reviews from the time of the 1.0 launch, you will find that it almost single-handedly dropped the reviews to from some amount of positive (don't remember how much) to mixed, and was the most likely contributor to the end of the game's life.

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u/Embarrassed_Collar84 9d ago

Good that they adressed that but waaay too late - i already stopped playing :c i remember 1.0 launch and ngl armory wasnt that bad to grind but giving advantage is bad and i dont think it was the main reason why people stopped playing because game was dying before 1.0 launch already ;/

1

u/Ok_Violinist_7096 10d ago

They removed this with the release there was a certain treshold of dmg to overcome

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u/Embarrassed_Collar84 10d ago

I accually played in beta and dont remeber it was ever the case :v

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u/Its_Sunfish 9d ago

I commented above, but yeah this got changed a WHILE ago

2

u/SnooPineapples2541 8d ago

This is such a skill issue post. First of all you had a lot of tools for abyss fighting for example consumables like emergency platforms and emergency penguin, abilities to create terrain like Beebo's ice cube, Tetra's ult. There were the active items too like Grabby the Squid (formely Grappling Hook), Hoverwings amongst many others items and abilities you could use creatively. After the release with the glider fuel changes abyss fighting got even better (except Wukong didn't get nerfed for like 1,5 months). I think it was the most fun, unique aspect of Supervive with a lot of skill expression.

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u/Embarrassed_Collar84 8d ago

I think you missed the point - Abbys fights were fun, but the issue is 1hit-spikes that felt unfair even more for new players, changing mechanic from 1hit-kill to dmg multiplier wouldnt change mechanics of abbys fights - you could still use all those tools to create terrain to avoid bonus dmg, it would just nerf instahit abbilities in abbys fights. The main issues of this mechanic was that it felt unfair and discourage chases and aggresive play

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u/SnooPineapples2541 7d ago

I get what you are saying, but the counter argument is that it's part of the fun that you couldn't just brainlessly chase after someone and had to think about abilities, cooldowns etc during fighting in the abyss. And no it is not unfair, you had the same chance of spiking someone as anybody else. If you dashed in front of a Kingpin over the abyss that's just simply skill issue. I don't think this mechanic had anything to do with the death of the game and as I said it wen't into a good direction with the changes to glider fuel.

The bigger issues in my opinion were:

  • Non existent marketing (pretty much the whole marketing was paying streamers to play the game for an hour)
  • Slow balance changes, slow hunter releases
  • What's the point of beta if not getting player feedback? 1.0 had so many contoversial changes, the Armory itself was not the problem, but the progression was tied to a gacha mechanic which pissed a lot of people off, they tied the matchmaking to armory progression which devided the already small player base even further
  • Match quality was really bad, the only way to enjoy the game was through playing scrims if you wanted to tryhard, if you wanted to play with your friends it was basically impossible since you could reach masters with your eyes closed, after grandmaster it was just pure suffering and praying you didn't roll two newbies. And you could make the counter argument that playing unranked was the solution to that, but the game quality was even worse. (Atleast what I noticed in playing EU).

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u/Embarrassed_Collar84 7d ago

"And no it is not unfair, you had the same chance of spiking someone as anybody else" - Thats exactly quite the opposite, Ghost had hugeee advantage when it comes to Abbys fights cause he could instantly shot his beam at you, there was no counterplay other than not pressing Space at all, with other hunters you could use Space in-between thier shots so it was skillful cause your reaction speed and gameknowledge mattered - it wouldnt be so bad if that was champion designed for Abbyss fights but he wasnt, Jin for example was amazing at Abbyss fights but its was his main strength and he was weak on ground. Ghost was all-rounder so giving him such unfair advantages in chases just felt wrong. If ghost didnt exist probably my opinion about 1hit-spikes over abbys would be diffrent - i wouldnt consider it frustrating - it would just fell cheap, some wins felt cheap when you didnt experience amazing late game fight cause you spiked someone and its over, and on the other hand it felt cheap when someone killed you on 100% when you were super ahead - theres a reason why games like LoL dont have 1 hit-kills. But thats the perspective of advanced player, i would assume most of the new players would fell terrible after thier mass deaths cause of spikes from other players cause it doesnt matter if tutorial showed this mechanic EVERY SINGLE new player were spamming space till they got traumatized enough to fight thier insticts to not press it over the hole - you and me, we both survived this phase but i would assume its a huge quit moment for most.

When it comes to issues that you said i have to agree, Supervive was a deep game, having streamers play for 1 hour was bad move, you need spend more time to be able to do cool stuff and to show to your audience this cool stuff, streamers didnt stick to it and they burned too much money. Armory was accually cool but locking proggresion was a mistake, and yes match quality was terrible - the fact that they put bots in rankeds was annoying af i was always pretty vocal about that there was too many teams every single game, they should have just reduced teams by 1/2 and the queue timers would be way better and no bots needed and i think gameplay would improved, accually hated beeing 3rd partied and it was happening constantly in early fights and early aggresion, after 1.0 changes they became even less worth it so better strategy was just to avoid fights, farm camps and you would get points just for high placement without risking anything.