Advertisement
Vespher

Pokemon Unite issues

Aug 10th, 2021 (edited)
386
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.43 KB | None | 0 0
  1. Current issues with Pokemon Unite I'd like to see fixed/adjusted
  2.  
  3. This is from the perspective of a top level competitor and is only in regards to coordinated 5v5/tournament play. Solo queue and the like are not considered. Also not talking about balance at all, this is about the core game.
  4.  
  5. First let's talk about Zapdos. We all know it's a problem, some have differing opinions on the severity. I think it's important as a comeback mechanic, but it has too much power right now. Killing Zap has the potential to secure your team 500 points. Scoring 500 points in the game without Zap is EXTREMELY hard, you would need to break all 4 towers and most likely score in the main base to make that happen, which is something that will never happen in an even match between 2 good teams. Most non-zap games end in the 200-400 point range. Top teams are getting pretty good about playing around Zap but it's still an issue. There are so many ways you could fix Zap, and here are some of my suggestions:
  6. - Double points are only awarded on the main base goal at all times of the game instead of all goals at the last 2 minutes
  7. - Zap buff should increase scoring speed instead of making it instant. Right now after a zap kill you just walk up to a goal and push a button to win the game. There isn't any strategy involved in this post-zap fight. You don't need to coordinate a push or use your abilities to defend your teammates as they score. You just walk up and press X. It's super brain-dead and frustrating to defend against. The best strategy when the opponents get zap is to let them score and try your best to get back-caps to minimize their point gain.
  8.  
  9. Respawn timers are shorter for the team that is losing or dying a lot. This means that winning a fight and going for a push will likely not result in a point score because the enemy team respawns with full HP in time to defend, especially on a tier 2 goal. At a higher level this incentivizes the players to not kill enemy players in order to keep their respawn timers longer, which is silly. Comeback EXP is also way too good and in the same vein. It's better to just be a little ahead of the opponents than very ahead, meaning you purposely need to sandbag to have the best chances of winning.
  10.  
  11. Unite moves being cancelled due to stuns and put on full cooldown with no effect is really silly. It would be fine if there was skill involved in timing your stuns to cancel someone's Unite move, but that doesn't happen. It's just random and games swing really hard off this happening at bad times.
  12.  
  13. There's a period of 15-25 seconds after the laning starts where there isn't any creeps to kill or anything else to do. Adding a few more neutrals that spawn in this time period will keep the players active and also lower the insane EXP advantage that junglers get over laners.
  14.  
  15. There's no way to drop points which means late game you're punished for picking up more points by the longer score time. The difference between scoring 40 and 50 points is something like 5 seconds which is a biiiiig difference, and +80 points when doubled is a crazy point swing that you might not get if you were holding 50.
  16.  
  17. The server lag that happens randomly every 5 or so minutes is an obvious problem that I feel should have already been fixed by now.
  18.  
  19. Buddy barriers shouldn't stack.
  20.  
  21. Eject button cooldown is WAY too low making it by far the best battle item, the only thing that competes is full heal which also probably has too low of a cooldown.
  22.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement