Here I’m talking regular Warzone, not WZ Firefight. Playing Warzone after the WZFF update has been frustrating for me at times. I’ve noticed a few changes that were made that I think have had a negative impact on gameplay:
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Grunt Mech - He’s just too much of a sponge. It takes a lot of firepower to take him out, regardless of the tier. Now, the idea of teams working together to take down a boss is great! But I’ve noticed in this particular circumstance, teams tend to ignore him for a majority of the match. Isn’t the whole point of dropping a boss to draw players towards it? Giving players incentive to take it out? Right now the boss seems to drive away players. And here’s my theory on why: Most teams would rather work on capturing bases, and eliminating enemy spartans (which is much more fun and satisfying anyhow), then wasting reqs on a super tough boss that could easily be stolen by a well timed Banshee Ultra fuel rod bomb. If an entire team is needed to take out a 100VP boss, that leaves that team’s bases undefended, and gives the other team the advantage to establish map control, which is arguably more important in any given match. Consistent map control can lend a team way more than 100VP in a match. So why give that up for a small chance at 100VP? Also, when 2 Grunt Mechs drop in a single WZ game, the match lasts as long as 25 minutes, which I think is too long. Right now the mech seems to make gameplay unbalanced, and does not mix well with the “WZ Formula”. Comparatively, a 100VP boss should be similar in difficulty to any other 100VP boss, right? Different bosses can be dynamic and require different strategies to take them out (i.e. you approach Tankmaster Rok differently than you approach Captain Hestro), but they shouldn’t be so different in level of difficulty. Proposed solution: Decrease the Grunt Mech’s health to make him as difficult as your average 100VP boss. The 200VP Mythic Grunt Mech could come down a bit too, but not too much (honestly I’m just more concerned about the 100VP Grunt Mech encounters)
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Battle of Noctus Boss Encounter INSIDE the Monument - IMO this placement is so broken. Now, every time I have played on Noctus with this type of encounter my team has never had the Monument. And thank goodness, because I found that its amazingly easy to kill enemy players spawning right in/outside the monument, who are usually distracted by a boss that’s in their own base. I can’t imagine how frustrated I would be if I was on the other side of that… It puts too much immediate danger on players, which makes it illogical to try to work on taking out the boss. Like I said, when that encounter happens, it makes me glad I don’t have the Monument! That’s so messed up! Shouldn’t players be incentivized to want a central base like that? The Monument has normally been such a crucial location to control. Regardless of whether you have the Monument or not: why should you focus fire on a boss when an enemy is likely to jump you any second? Why spawn a high-lv req weapon great for taking out this super tough boss when I can get killed any second? This boss placement encourages players to (once again) ignore the objective and just kill spartans. Killing spartans is fun, don’t get me wrong, but makes for hellish gameplay and incentivizes players to ignore an objective. Proposed solution: Move the encounter to outside the monument, either where the Warden usually spawns, or where the Hunters spawn.
Anyway, have you noticed anything since the WZFF Update that has had a negative impact on gameplay? Do you agree/disagree with some of the points I brought up? Are there any other serious issues you’ve come across?
