And just like that two weeks have passed and Supernova servers will be shutting down for a time on Monday, November 30th, 2015. Until when, only the devs know.
With their closure, its time to think about what worked, what didn't and how to improve. So, to help in that endeavor I've created this post in order to help aggregate player's opinions. Please feel free to reply to this thread with your thoughts on this phase of the CBT. You can use the following as a guide to help organize your thoughts.
-What I liked about this phase
-What i think should be changed.
-What would i like to see in future phases
I'm curious too see what others thought about this phase.
What I liked:
I liked the changes to certain Rank 3 proficiencies. I think it helped strengthen certain proficiencies that didn't quite the oomph to make them mainstays in builds. I'm curious to see how other proficiencies might be altered in future as i think its an interesting mechanic.
I liked the Jungle buff execution. I liked how it didn't go the traditional route that most MOBAs have gone. Its definitely made the jungle a bit more prominent in the game play. Hopefully this will be a step to make so that there are a variety of options in terms of roles and game play.
Of course, Itarri was pretty awesome as well. I think she showcases the uniqueness of Supernova and I look forward to seeing more commanders like her in the future.
What I think should be changed
While I liked the changes to the rank 3 proficiencies, I feel like it only really made strong proficiencies more optimal and so so ones relatively blase. Life Drain was already a questionable proficiency and the change to rank 3 made it even more unattractive. It would have been nice if it had the multistrike passive effect. That would have made it much more passive and competitive over all.
While I like the buffs for the jungle, it still seems lacking. I'm not sure if its just that buffs doesn't seem to be impactful or just the visual landscape is too bleak. The Upgrade modules still seem to be the most impactful of all the objectives outside of mechnaught.
As for commanders, Reptus, Mort and Nyx could use some serious love. They seem to be falling behind their contemporaries in terms of play-ability. Their performance seems to be consistently poor, having very few windows of power and become irrelevant if under leveled/built. Nyx in particular has a hard time really making an impact in lane or team fights. Reptus can be an early game bully but falls off really hard towards the mid and late game. He requires so many different things that its hard to build him into an effective anything. Mort as a whole works so-so as power or WD. Both builds have very exploitable flaws.
What I would like to see
Honestly, I'm content as we have more commanders to play around with. I have a hard time playing just one or two commanders. I look forward to seeing all of the commanders Primal has in the works.
However, I would like to see if Proficiencies could have a branching system. At rank three instead of having one effect, players would be able to choose one of two bonuses. It would make for a lot of strategic choices and builds. I really thought the ME3 ability system really interesting. It made every rank of each ability customizable.