@N0DEZER0
I want to start by saying “thank you” for taking time to interact with the community on the forums. It is a welcome surprise and I hope the fan negativity does not turn you away from this place any time soon. Gears fans are very passionate about the franchise, and I think sometimes that passion is…displayed in ways that come off as hostile instead of constructive and productive.
Although I am currently underwhelmed by Gears 5 as a whole, I hope that the fan feedback can help make the game a solid experience going forward. Since Versus has mostly been discussed above me, I wanted to mention PVE. I can break up points, if needed like The lMlan’s posts. My list of feedback:
*The stun from Shock Grenades in PVE needs to be removed entirely. I’m not sure if this was a conscious design decision or an oversight, but getting shocked in PVE usually results in death, since you can’t move once the grenade detonates. In PVP, it works the same as Gears 4 where high damage is dealt but you can freely move outside the shock radius. I noticed that shock damage dealt in PVE is lower (which is actually fine), but player movement needs to be addressed.
*Stopping Power in PVE needs to be toned down or removed altogether. I understand the need for it in Versus (with power weapons, at least) where a mechanic is needed to slow down players that carelessly run around with Gnashers. But…in Horde and Escape it makes certain sections of maps or some higher difficulties a chore to play. I can’t think of any reason why four Elite Drones need to freeze me in place with Claws while I try to move into cover.
*Skill card drop rates for Horde and Escape need to be tweaked. Master difficulty should ONLY award Rare cards or higher. Insane and inconceivable could probably be included in that change as well. In general, cards that you receive should exclude skills once a card has been maxed at level 5. If a player has, say, all Common skills maxed but is missing duplicates for a Rare skill, the game should focus on awarding skill cards that are not yet completed that fall under the award umbrella of whichever difficulty.
I think the system can be more rewarding for the time players put into the game, especially if we know that playing on higher difficulties ACTUALLY feels more consistent and worthwhile.
*For allowing us to scrap duplicates on maxed skill cards, unless you have a plan to extend past level 6, you can always just cap the limit at 20 cards and let us scrap anything over that.
*Character duplicate restrictions for Horde AND Escape need to be taken out. I’ve made my peace with the fact that everything is Hero-related now and locked to specific characters. I don’t LIKE the change, but I can at least tolerate it if everyone got to play as the character they wanted. NO, it will not break the game. And NO, playing with three Jack characters isn’t confusing. Take out the one-character restriction and I think the positive feedback will surprise you.
*Lastly, the Inverse Omen. To put it bluntly: it’s AWFUL. Besides the cumbersome changes to movement and input timing in Gears 5, the Inverse Omen is the main reason I have mostly stayed away from Versus. On my 4K HDR tv, the red from getting constantly shot in Gnasher battles (or even playing with the half regen modifier in Horde and Escape) has made this game almost unplayable. The screen fills up and I can’t even see an enemy standing next to me…or locate a Juvie or Leech at the bottom of my screen.
This isn’t and wasn’t ever about “hating change” or getting used to the game. This is simply bad design. Every dev stream the Omen is mentioned, you guys talk about “the new systems” and recoil and rifle meta and so on. You don’t actually have to change any of that.
Stay with me for a second: keep ALL the screen indicators you already have…and just make damage the middle cog outline filling up with red until you die. No red on the corners of the screen, no full screen of red when you’re at 95%+ damage. Just make it the ring in the middle with extended “arrows” you already have that indicates where damage is coming from. Preferably have the outer ring slowly filling into the middle of the ring (with a toggle in the options for the reverse—a ring that starts in the middle and fully forms the cog symbol). I have a feeling this MAY have already been thought about/tested. But give it another look.
An opacity slider is not enough. The Omen needs another alternative. Keep the default Omen for players who enjoy the change and add the slider for players who prefer that. But give players like me an additional choice. If you guys get something finalized, you could always throw up a weekly Versus event with the new Omen included and take a look at the feedback.
Again, thank you for interacting with the community. I hope this feedback is helpful.