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Adjust TTK and Respawn Times to Enhance Risk and Reward, and Separate Kills and Assists Metrics
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From a competitive player's perspective - the game is very fun. However, the ttk feels too low and the respawns are too quick. Killing the whole enemy team feels like you didn't kill them much at all and isn't rewarding. It feels like you can just challenge over and over without any thought given how fast you can get back if you die. In other words, there is very little risk in overchallenging, especially with the fast movement from the portals. This sort of problem doesn't exist in many shooters. Also, on a separate note, the ARs are too strong in general and using a different weapon doesn't really make sense. This is exacerbated by baking the assists in with the kills. Doing so devalues these metrics and the game simply becomes about who does the most damage more so than it already is, and ARs will often outshine other weapons here - again making the AR the only weapon worth using. Not to mention combining the assists and the kills just makes playing well feel less rewarding since everyone's stats feel homogenized. Hope this advice helps.
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Split Suggestions
This suggestion has been split into the following separate requests:
Adjust Time-to-Kill (TTK) for Enhanced Risk and Reward
by hardxbody on June 12, 2025 • 1 vote • Status: OpenRebalance Weapon Arsenal to Encourage Diverse Weapon Usage
by hardxbody on June 12, 2025 • 1 vote • Status: OpenIntroduce Respawn Delay/Cooldown in Splitgate 2 for Strategic Gameplay
by hardxbody on June 12, 2025 • 1 vote • Status: OpenDifferentiate Player Metrics: Separate Assists from Kills in Stat Tracking
by hardxbody on June 12, 2025 • 1 vote • Status: Open
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