Patch 3.6 Megathread

RazielWarmonicRazielWarmonic
Hyper Universe Rep: 2,300
Posts: 166
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edited November 16, 2017 in Suggestions and Feedback
Hello Hypers!

Got some specific feedback about the latest patch?
Go ahead! Get it out and let us know how you feel!

Full patch notes here.

Some topics to discuss:
  • "Beta Station"
  • Liu entering the fray
  • Character balance (Jack, Tooth and Tops, Pinky, etc)
  • New Cube crafting system

We look forward to reading your feedback,
~Raz
TrevizSyR_SnOw

Comments

  • SyR_SnOwSyR_SnOw
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    I'll be sure to leave plenty of feedback I promise!
  • XeareXeare
    Hyper Universe Rep: 110
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    New healthbars are much less readable
    plz revert
    Also, what are the plans for beta station? :thinking:
    The map got enlarged without much actually being added, meaning that it takes more time to get back into the game from res'ing even though lategame res timers are already punishing. Was this to encourage teleports? As it stands, the new parts of beta station seem empty and mostly unneccessary.

    Other point of interest: Are there plans for the art team somewhere to re-do assets -in- beta station to make the map feel polished? Because currently the "beta" in "beta station" is super visible. Was this done as an attempt to rebalance parts of delta, or are there aspects intentional toward adding new assets in the places of the tiny new camps?(edited)
    "Spawning location is now on one floor. There’s no more ladders to climb."
    This wording makes it seem like you changed that positioning to remove distance between the base tower and the regen pool, but by moving the tower away it actually takes longer to defend your base for hard holds at the end.
    In general, Beta seems very unfinished, as its name would imply. If I knew the reasoning behind the changes done to delta to make beta I'd be able to give actually good input

    Pasted out of Discord
  • XeareXeare
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    edited November 16, 2017
    I'M A FRAUD
  • KafrielKafriel
    Hyper Universe Rep: 240
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    In response to DuWryght's post about Tooth and Tops from the hyper discussion thread, you can buff TnT all you want, he's still the most difficult hyper to play. That's because he needs to get in the enemy team, deal damage, THEN activate his skills, and, if they connect, he can get his GP's worth. Unfortunately, when people play a bruiser with so much CC, they charge right in and wait for the strikers and specialists to finish the job (which, in my opinion, is the right thing to do). End result: nobody can play TnT at 100% efficiency, because the way to do it is impossible, since you'll get bursted down if you don't use your CC to engage.

    Yuna: plasma cutter's passive debuff is one thing, but why the double debuff through her items? Yuna is, after all, a melee specialist, and plasma cutter is what makes her the threat she is. Taking too much of its efficiency away serves to decrease Yuna's threatening presence in the jungle - who's afraid of a hyper who can't catch up to them?.

    Pinky: she is a pure support healer with an occasional tiny stun and a small MS zone, and looking at her, she doesn't really need the damage - who cares, right? Except, compared to other healers, she was already behind in terms of damage - so now she falls a bit farther back. I can't comment on her too much as she is among my least played hypers, but I can compare her to:

    Victoria: agreed on pretty much everything, she's a beast with nothing to look after - having her on your team just makes it that much easier to do everything.

    Signal: his late game is as deadly as Celine's, but we'll have to see how these changes affect his early game. I don't really mind his changes, I'm only slightly worried about the decrease in his attack factor.


    Beta station: the springs. This is the greatest change I can see: the turret springs in delta have enough distance to allow safer ambushes and overextending, while now they are right next to each other. Why? The map extension is good IMO, more space to move around makes teleports that much worth it and leaves room for longer chases. Base & base turret: on one hand, it was easier to punish the enemy with the extra distance you had from the upper platform. On the other hand, you were just as easy a target on the ladder. It's a balanced change, though perhaps not a necessary one.

    Cubes: now we're getting somewhere! Positive thinking about these changes, but I'll have to farm a month or two in order to check for results.
  • RUMMAKERRUMMAKER
    Hyper Universe Rep: 255
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    edited November 17, 2017
    First Impressions:

    Beta station is manure. Not just in how it looks, but also gameplay-wise. The extra areas added to the map feels extremely artifcial and makes the map feel like dragons refuge (which sucks ass btw).

    Jungle dropping wards?? Please no.

    Seiging the final defence turret no longer feel like you are seiging their base, their last defence. It just feels like taking another turret on the map.

    Also you take out their final defence turret and their fountain explodes? I'll chalk that up as unfinished assets but still, gameplay wise beta station sucks please don't change delta station.. you know the map everyone likes? Go change dragons refuge, nobody liked that map anyways.

    I actually disagree with every single balance patch you guys made...ever. And this one is no exception. I don't play victoria but I always viewed victoria as a trash tier hyper why would you nerf her? Balancing based on win-rate is really stupid.
  • PredictablePredictable
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    RUMMAKER wrote: »
    Jungle dropping wards?? Please no.

    Can you elaborate?
  • RUMMAKERRUMMAKER
    Hyper Universe Rep: 255
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    Jungle wards are just too powerful. Makes your lane 100% safe and if enemy tries to make play they just die since you know they are coming. Theres a reason why people get the blue ring. Because it's just soo strong. But now teams arn't limited to just 1 or 2 wards and no one has to sacrifice their build to get the ward for their team.
  • ElSindicalistaElSindicalista
    Hyper Universe Rep: 125
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    edited November 18, 2017
    when will HU be f2p? i think the playerbase is so low. I shared my invitation key to all my friends, i am trying to promote this game. i give up in de-censor battle, but damn this game does not deserve a boycott because of that.
  • HegokenHegoken
    Hyper Universe Rep: 1,225
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    when will HU be f2p? i think the playerbase is so low. I shared my invitation key to all my friends, i am trying to promote this game. i give up in de-censor battle, but damn this game does not deserve a boycott because of that.

    I agree that the game shouldn't suffer. It shouldn't suffer in the hands of a company that is so detached to the original fanbase that was supporting the game at the start. But if a company won't listen to the majority of the players about 4/5 of the active player base when Hyper Universe was at its highest, then you can expect these WELL DESERVED results.

    Even if Hyper Universe goes down like Master x Master it doesn't mean that its gone forever. The title can get picked up by another company like Dungeon Figher Online.
  • DuWryghtDuWryght
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    RUMMAKER wrote: »
    Jungle wards are just too powerful. Makes your lane 100% safe and if enemy tries to make play they just die since you know they are coming. Theres a reason why people get the blue ring. Because it's just soo strong. But now teams arn't limited to just 1 or 2 wards and no one has to sacrifice their build to get the ward for their team.

    I don't wholly agree with this, but I do agree that it was an unnecessary buff to jungling and a hard nerf to ward equipment. We don't need to further disenfranchise the use of wards in loadouts. If anything, it would be nice if jungling somehow amplified the wards you do have on your loadout (will never happen I know). I think that if anything, the middle jungle camps should drop hp regen buffs as that's pretty much all I use them for (specifically the top camps are good for lifesteal).

    I agree the camps needed a buff as there isn't much visual benefit to getting them... ever. Typically the middle camps in MOBAs provide something worth contesting. As it stands, they were as low of a side objective that it really just gave something laners to do when their camps are pushed or it was after a successful team fight. Now, the top ones are mandatory. Meanwhile the bottom camps are just like "...ummm.... cute minions down here."

    I haven't played enough games on beta station to have an opinion. Visually, it looks unfinished and seems to provide unnecessary empty space in game.

    I personally would like to see some geography that weakens ranged attacks. Add a few hills or something for people to use as a defense. As it is, the striker backline is so easy-mode free in team fights it's a wonder why people even play more than 1 melee character. Actually, think about if the middle jungle camps spawned a halfwall barrier in your lane that decreased ranged damage near your toward (like it spawned at the edge of your tower)?