I might poke at it every now and again in the future but tonight I had the match that broke the camels back. There are severe imbalance issues in GA which have gone unresolved since launch. Tonight one of those came to a head. 4 medics on defense on a Payload map.
I have a full-damage spec Magma build. I cannot put out any more damage in any practical capacity. Epic Magma w/epic damage mod, full AoE damage spec on skills, epic emp ‘nade with blue damage mod, stock conc nade (haven’t had a higher one drop yet) and epic power stim with blue CD mod.
I couldn’t kill one of the medics. Seriously. If they are healing each other they are impossible to damage. I would hit one dead on for max damage and before my next rocket fired the medic’s health would be topped off. With 4 of the little buggers running around it was hard to keep track of the one, at the moment, who wasn’t in the medic circle jerk. The only more burst damage I can pour on is to swap out to my blue Tremor (w/blue damage mod), pop the nades, powerstim and then 10-12 tremor nades. I doubt that would have helped.
I wouldn’t mind so much except it was like they never ran out of power! I shoot 5 rockets and I have to sit there for 15s for my energy to recharge. Meanwhile at their heal rate they can heal 1 rocket in about 1.5s and, from personal experience with my baby medic, heal for 30-45 seconds non-stop. So, by my rough math, they can heal ~20-30 rockets worth of damage before running out of energy. That same energy takes me 1-1.5 minutes to generate, ignoring the time it takes to fire.
Yeah, heal at comparable to my damage rate for 4-5 times as long? Sure, that’s balanced. (note, heavy sarcasm) How did that round go? Oh, we could get out the gate we just couldn’t kill all 4 medics long enough for the payload to move. We got to the mouth of the tunnel, once. I did 152,000 damage in the, what, 6 minutes they give for the first point? 152,000 damage and I had a whole 2 kills, neither a medic. Normally when I pull 152k in 6 minutes I’m edging in on my 10th kill.
I’ve complained about the power issues before. Damage is way too low compared to repairing as well. I can only take down a robo nest with judicious use of my cooldowns. Meanwhile he can heal through dedicated fire from 2-3 of the opposing team.
So after that round I quit, immediately went into TF2, and was reminded about how fun a well balanced game is. Sure some rounds can be steamrolls but you know what, at least there is rarely a combo which is so utterly, stupidly, broken as to render the other team’s damage output completely meaningless.