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Dream Smith 最近的评测

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总时数 1,207.2 小时 (评测时 759.8 小时)
the game is fun casually, unique kits, amazing hero fantasy, if you play once or twice a week I highly highly recommend.

but, i'm a competitive gamer, I love improving and refining skill, and unfortunately they went way too accessible with half the roster. a lot of characters in the game have to put in a third of the effort, some less, to COUNTER, (not even get as much value) the high HIGH skill characters with a fraction of the skill and practice. that's not even what really turns me off. supports just ruin the game competitively. once you get into higher skill matches you're flooded with tripple support comps that do almost the same damage as dps can put out, which makes killing anything no matter how perfect you play feel like you're trying to walk through mollasses.

you have to engage and disengage on repeat without making a single mistake over and over to finish a player off. that's 2 supports, if they have 3, you're almost never killing a frontline without an ultimate, isolation or an environment kill or them making a mistake.

you've got tanks in the front having professional ufc matches, thinking about what abilities are coming their way, what they can tank safely, when to engage and disengage and using their ults in way they aren't wasting it.

Dps are playing "what can I use on someone that isn't just going to feed enemy support ults in 30 seconds (yes, 30 seconds) when they aren't playing the characters that do all the mechanical stuff for them and get value for just existing

strategists are in the back playing patty cake most of the time. if 2 supports are healing eachother most of the dps, almost all have to disengage, you've gotta go for someone else, then they just double heal the next person you go on. its entirely doable, but these supports are so hand held with their kit designs that they get value just by existing. Rocket, Jeff, get more value sitting in the back holding 1 button than most highly skilled dps, the sustain they can put out is so high with just 2 strategists let alone 3, and they do almost the same damage as most dps.

9 strategists in the game, out of those 9, 4 of them have auto aim healing, or healing thats in such a big circle they dont have to think about it, 1 of them out of those 4 has a big beam of water that hits all enemies and allies, and can get insane value just sitting acrossed the map holding left click. so of the 4 that actually have to aim their healing, luna snow has an ult that lasts 12 seconds, its a zenyatta ult that makes everyone virtually immortal around her while she's moving fast with the team unless you play a counter character that 1 shots, and 2 of those characters are iron man and scarlet, 2 characters focused around very dull handholdy mechanics. invisible woman puts a massive invisibility healing circle on the ground, loki has big aoe heals, can place 3 immortality fields that heal all damage done to whomever is in them, and can copy and ult in the game, and they almost always copy luna or dagger ult, making lunas ult give 24 seconds of invulnerability to a team, or 16 seconds of again virtual invulnerability to a team with dagger ult. and honestly i'm not going to keep going acrossed them because that's enough to make the game feel horrible.

since launch their support design philosophy seems to surround accessibility and extreme sustain without much risk, even reworking one of the more interesting utility based mobile supports because everyone was getting mad having rocket on their team when luna and cloak and dagger were so strong with their support ults, they didn't want a damage amp ult so rocket players got hate, and instead of making rocket more useful in other ways, they nerfed a couple things that made him interesting being his mobility and damage amp and just gave him another big almost invulnerable support ult. they doubled down the extremely accessible, extremely powerful sustain ults.

in marvel rivals, out of the 9 supports, 7 of them have massive circle ults that line a whole team fight for a long time and give insane sustain, and one of those 7 doesn't heal much, but can swallow a whole team, and if you're not playing a mobile hero, if you're playing someone slow and he puts it under you, even on the edge really, you can't dodge it, agency is out of your control.

i've played tons since launch, hoping they would eventually tone down this insane sustain. I dont want them to be overwatch, I wanted something different but I wanted them to dial it back, and I thought for sure with everyone mad about these easy fight turners that are cast literally every 30 seconds, that it would get nerfed and make the game a bit more enjoyable, but instead, they doubled down and increased the sustain output and damage that these characters do, making them pseudo dps that can damage as much as most dps, while healing for more, and almost every single game is tripple support so you're almost always playing into these bullet spongey high sustain comps and it feels horrible. and its not like 1 support ults then 30 seconds later another support gets their ult, no, on average both strategists in a balanced comp is getting both their ults every 30 seconds despite them both supporting the same team. you add in a third, that's 3 virtually immortal ults every 30 seconds man it feels so bad. if its luna, cloak and dagger, loki, and loki coppies luna, that's 32 seconds that you can't kill someone on a team without a 1 shot ultimate or insane headshot skills on hawkeye or a mantis buffed black widow, and if they cycle properly, by the time that cycle is over from all 3 heroes, the first person to use their ult almost has theirs back giving you like a 10 to 20 second window to actually play the dang game.

the game gives this illusion of choice, but if you put your damage into a tank you're just charging enemy support ults so you NEED to focus supports, the match falls to whos supports are playing the safest and timing their ults well, and whos killing those supports. you've got 6 people to shoot but if you dont kill 1 of the 2 supports or 3 supports first then you aren't killing anything. most supports ALONE can out sustain a single dps when they are targeting that supports ally, so you can't kill that ally without killing that support or focusing with the team.

you dont get to make real decisions once you start getting into the more skilled matches, both teams follow a base formula and its whomever does that formula better, most people have to try so hard using everything they know while strategists literally play pattycake and the game plays for them.

overwatch solved stuff like this with a role lock 2 2 2 composition and careful balancing, and while rivals wants to keep which heroes you can play open for creative and diverse composition, you're shooting yourself in the foot trying to run 3 tanks, 1 dps 2 supports, or 3 dps 1 tank 2 supports, when any comp with 3 supports is almost always king. their ults are too valuable to not just spam them when they can get kills almost as easy as any other dps character.

so, a bit of a mess, but if you want to play this casually and you love super heroes I couldn't recommend it more. the hero fantasy and designs are outstanding and the art is beautiful, it is one of the most fun games i've played.

but you can run an entire team of easy characters that play the game for you and its just as viable as playing all the characters you have to practice, there are characters that just sit in one spot holding a button never seeing an enemy that can carry a team.

they hold the hands of most of the characters too much, strategists mainly. I thought they would nerf sustain and ease of use but instead of seeing this as an issue they double down into this imo atrocious design philosophy. i've played tons of competitive games during questionable metas, i've never played one with such a horrible support and balance philosophy
发布于 2025 年 8 月 30 日。
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总时数 2.5 小时
phantom hitting like crazy, not grabbing ledge while not at the top of it fairly often, almost everything is autolock and feels like king arthur autos from smite. concept is really fun, but this was not ready to be released, give it a month or two, or in hi rez terms, probably tripple that to 6 months. getting teleported into attacks that blatantly didn't connect with low ping is infuriating, idk if it's a server problem or a hitbox problem, but it's a problem. 8/10 for concept and fun when it works, 1/10 for frustration of awful mechanics
发布于 2022 年 12 月 11 日。
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总时数 36.7 小时 (评测时 21.6 小时)
It is a very fun simple game. However, more than a few times did my arrows go through someone and do nothing. More than a few times did I headshot someone with the bow in the side back or front of the head and have it do body damage. And only a few times my arrow would stick in the wall 2 to 3 feet from someone and still hit them with damage. fun free cowboy shooter but seems to have flaws that can be frustrating
发布于 2017 年 4 月 17 日。
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总时数 44.8 小时 (评测时 6.4 小时)
抢先体验版本评测
spent 20$ to run around picking berry's and makeing bows out of twigs and rags. its like minecraft except for the fact that minecraft has better fighting mechanics 1/10 would not buy again
发布于 2015 年 2 月 13 日。
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