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> > > Honestly at this point I just want sprint, ground pound (melee latency it causes), spartan charge (I understand they’re trying to bandaid the double melee problem but they should just remove sprint),and ads (it doesn’t feel haloish as subjective a statement that is) gone.I don’t care about slide,thrust,clamber,or stabilizers.
> >
> > Clamber: Removes skill jumps. OK. So, in classic Halo, there were usually a few ways to get to power weapons, but there was almost always a quicker way of getting to them (or a power up or a map control position etc) by skill jumping. Now, with Halo 5, that is gone due to clamber. Next, all walls need to be higher so you cannot clamber over them. In classic games, there were walls high enough to nade over or jump and shoot (not jump over). Now with clamber +thrust, these are gone.
>
> Clamber can easily be fixed by simply not making it a requirement to get anywhere. Reduce the walls anyway, and then slow down the animation for Clamber, and also tighten the amount of room needed for Clamber to activate.
>
> That way, there’s a small skill gap for those who can grenade jump or crouch jump or the sort and never slow down, but those who can’t have an alternate method but puts them at a disadvantage because they can’t shoot while clambering.
But why would we want to keep any version of Clamber to begin with? I’ve never really understood this attitude that whenever there’s a mechanic in the game which is fundamentally detrimental to the depth of gameplay, someone always suggests “Oh, just nerf it so that people want to use it less”. And the problem here is: there is no middle ground. Either you nerf it to oblivion to the point that it practically doesn’t exist in the game, or there will always be some benefit to using it, and so it is still a problem.
For example, let’s consider this suggestion about Clamber. First of all, neither reducing jump distances, nor making the animation longer address the main issues, which are that Clamber makes any jump easier to execute, and that there will always exist jumps which can only be executed with Clamber. The Clamber animation would at the very least be slowed down so much that you’d be better off just letting yourself fall than use Clamber whenever there are enemies around. After all, if there’s a good chance of surviving an encounter after the animation, then the animation clearly isn’t enough of a detriment.
If Clamber was nerfed to the extent that its problems became practically nonexistent, people would almost never use it because failing would often be faster, and almost always safer, and using it you would be stuck in an excruciatingly long (and necessarily very awkward looking) climbing animation. And if Clamber is almost never used, why have it in the game to begin with?
As you might be able to tell, I don’t see any other solution to Clamber than removing it. It has nothing to offer to gameplay, and therefore it doesn’t belong there.