The game feels okay now. But since players have to actually aim now we have a melee problem. The melee is too strong. You got players spamming the b button now with no negative side effects.
Just take cover and play smart. Actually aim and think about your next move. Gears always been about cover. Now we have Up A and a speed boost? Thatâs not GoW. Gears 5 is not GoW. Now that is whatâs killing the game. Leaving the foundation of the original to make Gears 5 more CoD like. Thatâs killing the Series. Not the Gnasher but what TC is doing. Go back to the roots. Thatâs why Gears 5 is flopping.
For real. The active reload was a speed boost to begin with. Gears 5 added the damage boost. So�
I agree. You canât just lancer towards someone with no skill now you have to actually aim and think.
False⌠Gears 1-3 gave damage boost when some weapon were perfect actively reloaded, the only trade of was that that appllied only to the rounds you reload and not the whole clip which was ALWAYS a bad change since Gears 4.
My suggestion, KEEP active reload damage since the lancer will be a pea shooter without it but remove adhesion so aiming takes more skill in generell so that lancer cross fire is not that strong anymore,
THANKS DEV-TEAM!
Just give them a little longer than 24 hours to get back to ppl thatâs all Iâm saying. Ppl are constantly saying the game was rushed and thatâs the reason the game is in the state itâs in so now we want the to rush in and give out replies and rush the playlist into live gameplay?
I bet if you look at the number of replies thereâs around 5% that are critical of the dev playlist at the moment so letâs give them a little more time to see if thereâs anymore positive/negative feedback or in game glitch/problems b4 replying to us all.
As for the active reload, i think ppl that are complaining about it have probably not got the muscle memory from og gears games and may have only played gears 5 and are ânoobiesâ to the franchise which from that point of view then yeah i can understand. I prefer the old feel but Iâm easy eitherway
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I know arcade isnât being touched, Iâm also guessing that quickplay in general wonât see these changes (the value of removing adhesion from quickplay seems pointless)
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the lancer is still really good, I got a bunch of downs/kills with it, its just not as cheap as it once was. I imagine you either havenât gotten used to it yet, or donât want to in the first place. Removing the active is a huge nerf but its more in line with other starting weapons (gnasher) and it just makes the game feel more consistent because you can more easily predict how many shots it takes to down you/others, so none of that I shoot a couple bullets before my opponent but because they had an active they still won BS.
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I donât discredit your views/opinions my guy, it felt really weird playing in the playlist til a few hours in, its really jarring because your used to one thing then the game presents you something else. Although I only see these changes helping high level ranked play, I doubt if you are say new to the franchise or just wanna screw around in quickplay for a bit these changes would do anything for you, so they (TC) gotta sorta look at it from both sides.
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I find your reasoning for loving Gears extremely shallow, you mean to tell me Gears is the only game youâve ever played where weapon balancing is a thing? Please, CoD, Halo, etc. all have great balancing, besides that when you ask people why they keep coming back theyâll always say its because Gears is a one of a kind, Halo Infinite wonât give me what Gears 5 is/has, nor will any game I predict for quite some time.
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I keep hearing stuff about the movement, I personally havenât noticed any of that stuff, my back Aâs, Up Aâs, Wrap-arounds, etc. All seem exactly the same, and Iâve probably play about 50 matches or so mind you, I doubt they even touched the movement, I think its just a placebo effect.
I have already been playing without aim assist for a long time, so the Gnasher already felt familiar.
However, Lancer is better this way, for sure. Really hope this is made standard for Ranked 
I have only played a few matches of this and I feel like itâs enough to give feedback already .
First iâd like to say however that I am aware that there are still planned changes coming, I also think thereâs some things that you should consider adjusting too. I think itâs hard to give extensive feedback on a tuning when itâs not in itâs final state.
Feedback on what we can see now.
Aim assist tweaking -
This was so important and itâs been a major factor for why Gears 5 has been so frustrating for experienced players. Some time ago it was added whereby you could disable aim assist entirely on your own end, whilst this would make it feel better for you as a player, it wouldnât remove the issue in that other players you were facing would still have this aid, it was relied upon too much.
Now that I am experiencing Gears 5 whereby my opponents are forced to not have this assist, I find myself able to get more satisfying outplays because I feel like my movement actually matters again, that my opponent who has been outplayed can no longer land a shot on me when they shouldnât be hitting me!
Also, the Lancer. Aim assist was a major factor as to why the Lancer has been so problematic. In the past the game would practically aim for them and even if the player somehow missed, itâd pull the bullets in anyway. With a weapon thatâs able to down without actives in under 1 second, it was too much. Now without this assist, players actually have to land their own shots. I am expecting many of the current Masters / Diamonds to start majorly losing rank now that they are having to do the work themselves, based on that I am expecting TC to get huge amounts of feedback claiming that this is a bad change when this moves into the full game. I am aware this is my opinion but if TC are looking to bring back the skill to Gears again, once those players start making claims like that, you know that youâre moving in the right direction because itâs those players who have been ruining the game for everyone else this entire time. Iâll be clear, YOU WILL GET COMPLAINTS ABOUT THE LANCER BEING âUSELESSâ, on behalf of every bit of feedback I see, please donât listen to that, yes thatâs their preference, but their preference is not Gears of War. I know that paragraph was a bit opinion based but itâs also something that I know a large amount of the community feels.
Actives -
I was told that people are struggling with this change. Iâm confused. I had a look at the differences and the difference if it even exists is possibly falling in margin of error, I timed both and found:
Old Lancer Active - 0.5s
New Lancer Active - 0.4s
Itâs barely even noticable. The change is how the slider changes itâs speed along the bar, my advice to users who are struggling with that would be to totally stop looking at the Active bar entirely and try and get the timings into your muscle memory. Unless I have been checking something, I donât think I have watched the Active bar since trying to figure out the reload for the Sawed Off on Gears 3, I just learn the timings.
As for the Active damage. I understand that this is something that people are used to, personally I am happy to see it go.
Suggestions -
Testing tunings on Gears I feel is different to testing on other games. I feel like on other games, âbalancingâ is testing how well an AR performs against another AR, or Shotgun against another Shotgun for example. I feel like Gears is different and i 'll explain why.
Letâs take CoD for example. The devs will try and see how 1 AR performs and see if another AR can perform just as well.
Gears 5 feels like youâre trying to see how well the AR performs against the Shotgun, thatâs not the right things to be doing.
CoD (again, example), is trying to make it possible for a player to select their prefered weapon and have it perform as well as other weapons. Doing that to Gears is the totally wrong way to be looking at it. You shouldnât be trying to make a Lancer only player, or a Gnasher only player. A player should have a set of weapons that all have their own roles for certain situations. I feel like what youâve intially tried to do is make it possible for a Lancer only user to be able to compete with a player who uses all weapons in their correct situations. If you want to look at âbalancingâ, you need to look at how the tuning of 1 weapon can impact the way the game can be played.
I would also suggest the removal of the health regeneration delay whilst wall canceling. That needs to go! I would also like to see tested, the regular health regeneration lowered from 4s to 3.5s, I know that sounds silly but I think that half second makes it feel like youâre damaged for way too long.
All in all a very good change, it certainly doesnât suddenly make the game perfect but itâs A MASSIVE step in the right direction. I would be interested to see if you consider the suggestions I made here too.
The new tuning is so much better and it makes the game feel like Gears again. Not being lancered down constantly or dealing with players who use lancer only is such positive note in the gameplay. The melee could be worked on a bit. Because landing shots needs more skill with this tuning, I find the âshoot and meleeâ in gnasher fights becoming more popular amongst players, especially players who started with Gears 5 and havenât played the previous titles. I was never a fan or proponent of aim assist and adhesion on ranked or the op damage boost on an active lancer. So these changes are brilliant in my opinion.
Overall, it is a very welcome change and I canât wait for this to be implemented in all of ranked versus! Thanks so much Dana and TC!
No. I like eliminations. I donât rage on kill steals anymore.
This is not a big deal. Learn to shoot and they canât melee you.
I would say the removal of damage boost active reloads is the quickest, most notable change. I love this. Feels much more enjoyable to play.
Havenâ t noticed the removal of adhesion much. What I do notice is gnashes battles lasting slightly longer. Taking on 1v3 is more doable. Could be cuz lancer fire is not hitting as much or less damage cuz no more active. I am assuming this is mainly because of the adhesion removal however.
I like these new changes. I would be happy if they were implemented.
IMHO, keep active reload damage buffs for pick/power up weapons. It gives a reason to actually pick up an enforcer and hammerburst now cuz lancer doesnât give active boost. In a way its an indirect buff for these weapons.
You should have never raged on it to begin with because it was always point based.
Now it just looks silly.
This is absolutely spot on pal i would like to know from your own experience of the dev playlist whether or not you noticed a difference in the lag on the play list? I thought it was more âblatantlyâ visual in terms of seeing ppl hyperporting (like goku from dragonball z lol) or when u chunck someone with the gbasher the delay in this happening because i did and Iâm assuming itâs just an overload on the servers times by teething problems due to it being a new tuning etc but Iâm loving it and ive spoke to you on these issues b4 on your youtube vids and i think this is a huge step in the right direction 
They mentioned on stream Thursday that there was a slight glitch that made the bullets flash as if you had an active, but your actually not doing the damage boost any longer.
Game plays fantastic. Bring this over immediately and keep the range and damage of the gnasher it has now cause itâs perfect. If you guys change that I will not play anymore. Tired of getting different versions that are worse.
After several games, I have to say it: it feels great.
The movement in particular is nice (finally).
Thanks for this playlist, it is since the game came out that I was hoping for the deactivation of aim assist. Honestly, this diversity between the various playlists has only created a lot of confusion and I have never liked from gears 4. The games are less chaotic and reflect the skills of each individual player. I also really like the modification to active reloading, I think it is right that it is a feature that implements the speed of reloading without necessarily making the weapon stronger. I hope to see these changes permanently in all pvp modes. Great job, TC.
