
How it feels seeing embark genuinely put effort into this next season
Even if the melee rework ends up being really bad I'm glad they actually tried to do something that really shakes things up and is unique.

Even if the melee rework ends up being really bad I'm glad they actually tried to do something that really shakes things up and is unique.
So for context I pretty much exclusively solo Q, but I try not to let this stop me, I use a mic to make call outs and coordinated pushes and try to figure out what I personally could've done better when we lose team fights. This is my first season of ranked and I'm actually pretty proud as I've pushed up to platinum 2 (and am currently about halfway to plat 1). However I find that as I get into these higher ranks my personal performance seems to get weaker and weaker, I really struggle to win 1v1s and find I often am not the one finishing fights (cause I'm dead). I usually play cloak light or winch heavy, and Id like to think my game sense and macro is actually pretty good and makes up for my lack of mechanics. But as I climb week to week I can't help but wonder if my macro and team play really that good? Or am I just getting lucky and getting carried, I stall really well both as a heavy and light but my ability to actually engage other players is quite weak.
I mostly play ranked, so my point break experience is definitely a lot more limited than others. That being said it's probably my second most played mode, and I feel most of the maps are relatively balanced for both attackers and defenders, and I find steamrolling to be rather uncommon.
That being said, I don't know who on the dev team ok'd this map. Every other game either defenders centralize on one objective and destroy all the surrounding cover (there is already so little). Leaving the attackers with pretty much no way to capture the point unless the entire team works together to hold one person on the steal. Then other games, the moment the attackers are allowed to push all 3 objectives are armed within 30 seconds, and once they are armed it is incredibly difficult to stop if there are even at least 2 attackers on it.
This leads to almost every round on this map feeling incredibly unbalanced and unfun, and little for the losing team to do to be able to comeback.
And balancing aside, this map just isn't really that cool or special. Embark really has no reason at this point with all the money they've made from their 2 titles to put this little effort into their brand new 'Medieval' themed map. It's a small village that I personally was very disappointed by. I'm not asking for a giant, intricate castle. But some flat ground with some peasant houses is the best they could do?
After this most recent buff to the MGL in the respec order, MGL mains have been fully unleashed. I've seen some MGL mains say "we don't really want a rework, just some tweaking or light buffs", well they buffed it and I've been getting fucked by it all week. Have seen multiple heavies drop 30+ kill games in cash out. I've been getting carpet bombed from across the map all week, and when I get close they manage to make the perfect calculations of where I'm going and 2-3 shot me (light main). I'm not complaining, I respect the dedication and skill, It's just crazy that all the MGL mains were training in the shadows, waiting for this update so they could destroy all of us.
I just wanted to post this to show some love to my favorite canister in the game. While red or pink cans are arguably the best, it is invaluable to find a smoke can when you already are planning to steal without wiping the enemy team. Smoke grenades are not valuable enough outside of melee to ever run (even as a cloak main) but the amount of wins or qualifications I have gotten out of a clutch random smoke can makes it my personal favorite canister