This Saturday 6/22 I'll let you guys decide how I spend my first ever UA-cam paycheck live on stream! Should we gamble it away? Should we buy 7 people the battlepass? Should we donate it to someone else? LMK. Mark your calendars WE GO LIVE ON 6/22
First off... "I finished the challenge" to end that clip EPIC. What time you streaming and you should gamble the money BUT your chat calls what you do on the table.
Had one of those games where I was destroying teams on my own last night, after that it was nothing but getting repeatedly wrecked in every other lobby. The true light experience
For me, the biggest problem with light is that it is directly contrary to the main reason I was able to get into this game in the first place: longer than average TTK. I always hated other shooters I had played because I felt like I had to sweat my ass off to avoid getting killed instantly. In The Finals, on the other hand, I usually have time to react to stuff. Against mediums and heavies (unless heavy has hammer/spear and winch claw, lol), I can react to whatever they're doing if I get shot from off-screen. When the lobby has a lot of lights, on the other hand, the game turns into a twitch shooter again, and it's miserable. Maybe changing L/M/H health to 200/275/350 would make it feel better, idk. tl;dr Lights get killed instantly by everything, so to be "balanced" they have to be able to kill everything instantly. Getting killed instantly isn't fun.
ottr is ruining this community, first defending the stupid ingame crosshair, then promoting emote canceling getting removed. Hate this mf, what next? Getting light entirely removed?
My favorite way to play light is to play it like im a locust in MechWarrior online. Scout but not so far you can't rienforce the team, stick close and capitalize when your heavy duels the other heavy down to low health. You are the assassin so why the hell are you taking enemies at their strongest, you're the ultimate switch, the middle of the food chain, prey on weakness, be a distraction to let your allies win the duel, focus on dodging rather than dealing, so once the opportunity presents itself, you strike!
Well construed. "The Light tanking" is a real deal. I main sword😳😅 when I end up in a position out of reach and losing the fight, I JUST GO CRAZY with the last dash and jumps & slides. And rather often I can juke and delay just enough that a teammate nails em down.
This game seems like a balancing nightmare in general and the devs deserve so much more praise for basically performing a miracle in front of our eyes.
i think it would be cool if light could res while using his specialisations like in stealth he could grab and res teammates, resurecting while on grappling hook and faster ressurection time with dashes, it would make light more team oriented
One other reason: it is actually one of the most team oriented classes, and you NEED a good team to be helpful as a light, if you have a shit team, you're gonna play shit. Light is useful for getting flanks while teammates distract, picking off one by one, doing some damage and teammates finishing them off.. but if the team CANT do any damage, cant distract or dies immidately the light is useless
My group hhas two lights and both of them gateway cash boxes. They play full objective support and sometimes even kidnap the 2nd cash box from other teams for bigger scores. truthfully one of the best team play classes if they have the support
Intro had me hooked, then the entire video was full of great takes, reasonings, and editing. new subscriber i’m glad somebody with as much talent as you have is covering the game.
Now the health regen for lights is 7 seconds, 2 seconds and 3 seconds faster than medium and heavy. Need to wait to see if it is effective. I agree with the healing stitch, bomb, or something like that, but if it also increases your speed, it's gonna be overpowered since you can play more aggressively even when your health is full, and also consider that the already fast moving speed for lights.
As someone who mains light (unless it's power shift with low grav, then I gotta go slam heavy for Adam smasher) I've gotten really good at the described "guerilla warfare" I play dagger, never run front line, I'm always darting around just outside of where I'm expected to be, and then when I see an opening (pretty often) I push in and start backstabbing, the great balancing of the dagger plus ofc the damage and my ability to Matador and the like, and I often top score in lobbies without ever even touching the objective, just running interference and whittling down the enemy, or even fully wiping if I get the chance, plus the ability to last-ditch dive onto someone stealing a cash out and go out in a blaze of glory
The light can be team oriented when you have comms. Glitch grenade is invaluable for pushing when enemies have heavy. Thermal is good for spotting enemies and making calls. Portal grenade is good for maintaining control of objective and getting team past bridges or behind enemy lines.
@@dishinthetruth8146 Glitch barrel has a significantly bigger hit box and has a small arc. It's also way more noticeable so enemies can react and start searching for cover upon being glitched.
No but, this man cooked. I love the content. Please keep it coming. I appreciate having well versed content on the finals to share with people that are still on the fence about this incredible, albeit flawed game
Thanks man! I'll do my best! If you have any ideas for content in Season 3 lmk and I'll try and make it happen! I love making videos and if it helps give the game exposure at the same time it's a win win :)
@@GoTTABEFR3SH I'd love to hear your thoughts on the changes to Ranked once they are live. I know Terminal attack isn't for everyone. But the game is still in it's infancy and needs content that elevates it for it's potential
As a heavy main, I don't think light by design is an issue. It's the type of people that light attracts. Everytime I get grouped with lights where I'm annoyed, they are never, ever with the rest of the group. They are supposed to scout and flank yes, but not on the other side of the map where none of your teammates are. They're supposed to stay near the group so that they can provide Intel/intercept people that would catch your group off guard, not sniping from a building in a different area code. The times where I've gotten good light players it showed, because they were operating in proximity to the group, they were countering flanks and still getting the most kills, but close enough to the team so that they can support them.
the average light player picks the sniper and hits 5 shots the entire match, only killing random people the other side of the map with no benefit to the team, as you say, the lights job is too help the team by being around but not right next them. they need to be involved in the same fights as the team but from behind the enemies, but a lot of light players just play for kills by the looks of it. this means that lights are annoying for those playing against them as they are often standing on rooftops attacking you where you weren't a threat to the lights team, and so you weren't expecting the light to be challenging your position. they need to encourage light players to play with the team more, and discourage people from running off as lights almost always do. even with the current kit light can be very valuable to the team as you mentioned, but no-one wants to play light like that, i think in part due to the fact that no-one else is expecting a light to actually be useful
The problem i have with lights is not their dps or playstile or their health the problem i have Is their low mental... They ragequit so easily that im always impressed how childlish they act like its the first half of the first 10k we loose the minute 2 teamfight and they ragequit/go afk...
I think the problem is that a class that can instantly delete a mf while also having the tools to easily get into a position to do so is inherently going to be annoying as shit to fight against
Like there's a reason spy is the weakest fucking class in tf2, this type of class is already annoying as fuck when they're not the best so a game in which they're actually really good sounds like the worst thing ever.
@@maketeamplay649Lights get basically one tapped by other lights, sledgehammer right click, revolver headshot, model to the chest, mines, grenades, rpgs, Carriables, etc. Most of those being multi charge gadgets or infinite ammo primaries. They are meant to melt people who aren’t paying attention or are out of position. They get swept in gunfights or with a sliver of team play. Just like spy in TF2.
Yeah I dunno, as it stands now, light just requires a lot of skill and/or teamwork to use effectively. Heavy and medium have a very intuitive synergy that’s accessible to anyone with half a brain, but light requires a lot of tact on your part. I don’t usually play light myself unless I’m bored and wanna frag out, but when I do, I often try to just pick a lot of utility gadgets that I think will help the team. I honestly think the smoke grenade is probably the most slept on gadget in the game for example. I’ve had several moments where my medium just decides to die in the middle of absolutely nowhere, but I throw a smoke grenade and nobody can see me lol. It also helps for stealing cash outs because they have to come up close to see you usually. Lights can definitely be played, but like I said it’s just not as intuitive. You have to figure out how to make it work and it helps if you’re above average with your skill level…
I do like your proposed changes to the kits, aside from the stated passives. The propositions would help light a lot without making him even more annoying to fight against. And the Healing bomb sounds like good team util. Kudos
7:47 is a non-sequitur because there is no benefit to spamming shield up and down like that. You dont get to act immediately out of it, you arent afforded the durability of the shield once you start putting it away. Being able to spam cloak allowed you to be harder to target once you did dive on someone with a high burst damage per shot weapon (shotgun, sword, dagger) while still being incredibly hard to see. You'd shoot from in cloak, half them, cloak up again, repeat till kill. It also allowed Lights to just damn near freely run away from any fight they wanted, because even if they got shot out of cloak, it wasnt a problem, they'd just put it back on. A Light who could effectively manage their cloak was basically invisible for every engagement. So, in engagements where they didnt just secure their free kill (tazer S0-S1) you were basically fighting Casper. I was for a different change to where a Light would be locked out of cloaking for 3 seconds after being shot out of it, but the cloak cost is needed. However, I would still be up for a reversion to S1 cloak and my idea to be tried.
the light class is the most powerful in terms of damage, movement, escape capacity, smallest hitbox. on the other hand it has almost no vitality. what's a problem with this class is that a lot of random people play it without thinking about teamplay. but a Light in a squad of 3 who know each other is insane.
Me and my friends are really new to the game so i can't say that we've encountered the best of best players yet, but i've found the best way to team fight with light is using medium and heavy as "distractions", while they are busy taking the enemies attention you use your speed and specialization to blitz next to or behind the enemy catching them somewhat offguard (if they notice you to begin with) and if they do shift and start shooting you, sure you're probably dead but your team can now focus fire on the distracted enemy. As a side note and personal note, while i always main and do best with melee regardless of class, i've noticed that simply putting on some music to fit the pace will boost my perfomance dramatically, ran light got 9 kills one life as all 3 teams came to the same vault (ofc not all damage was my doing, but i got the credited eliminations and sucessfully got the vault)
I agree with your assessment of how light should work. Ideally, as a light, you go in and kill their healer, so the heavy can get picked off without the fear of him being ressed.
Light is like spy in tf2 great at catching people being distracted while still being kind of squishy when caught. The class does its job well and isn’t some “oh I’m gonna run around and 1v1 people with my high ttk” kind of class, it’s a snake waiting for the right opportunity to strike.
What I notice from most lights I play with it's always down to their decision-making and skills. I get so many lights that would rush a team and not understand when to not fight gets them killed. For most of the sweaty lights, their skill to make the most value within such a short time makes them annoying to most players. I can't explain how many times I get destroyed within a second by light just to get away for their team to follow up Edit: The new rank mode now makes lights more viable compared to cashout. Their aggressive playstyle and fast damage no longer is punished. Mediums cannot heal or rev people making whatever lights do matter now. And they benefit the most from the recovery buff and the new rank mode. It's now balanced (for ranked)
i think making light have more team utility. stuff like: make thermal vision mark enemies extend gateway range make vanish bomb have a shorter cooldown if you dont hit yourself with it make light steal cashouts faster make lights rez slightly faster (slower than defib, faster than normal rez in compensation youd have to remove some of their kill potential or some of their escape potential.
1. thermal vision is already good without the marking system(Embark removed recon sense from medium build) 2. gateway range is already pretty far 3. vanish bomb cooldown is already fast 4. not a balancing statement 5. not a balancing statement I'm not a light main. I use all of the class but I mostly use light.
I’ve had a lot of success playing light like a dive from overwatch, being able to split the attention of a team and provide info does a lot for my team. So even if I don’t get a kill, we often win the team fight since I can disrupt the enemy’s coms and split their attention off of my charging heavy. I’ve found that it’s all about timing, if you fuck it up you throw fights, so I can see the point but I disagree on their team usefulness.
I dont think lights are meant to be played as a go in ALONE, do dmg, and get out. That in itself is inherently anti team play. They are supposed to fight with their team during the fight, but while not being the center of attention. For example, a flank or even opening up a different viewpoint with their breaches. If you buff lights with stuff like you said it would just further tip the scale. The point of lights not having a lot of health is to punish them for not playing with their team in the way that they are supposed to be played. If you are dying as a light you are most definitely doing something wrong in HOW you are engaging.
I feel like light is supposed to be geared towards objective mainly. They are best at getting the cash box around the map, gaining vantage points to support their team from range, and keeping teams distracted while holding an objective. People attempt to play light as a heavy, essentially trying to top frag and be a lone wolf. Light does work for this if you put together the right loadout and have great accuracy so you can shoot on the move. I feel like light should be less balanced for getting kills, and more balanced for delaying/holding/transporting objective. You literally said it yourself, Heavy is high health/high damage/top frag class. Medium is support/healer/general-use. so naturally, In a TEAM BASED game there is one final part not covered, Objective. Light should be transport/chip-damage/objective class. Not to say that lights shouldn't be able to have self sufficient properties though. The stun gun should have an extra charge, and slow turn speed a tad more, as well as way less distance. Its use case should be to get enemies off of objective or to make it easier for yourself or your team to kill a defending enemy. Your guns should do enough damage to kill a light with some misses in one mag of any gun, kill a medium in the same mag as long as you don't miss, and deal significant (about 50% of their health) damage to heavy, to help your team finish them off. At the same time, these weapon damage changes should be offset but either outright removing fully auto guns from lights kit, or lower their rpm. I feel like If you want to play light and frag for your team you should be restricted to using single fire, or burst weapons with high accuracy requirement. This would force light players into an objective focused playstyle, while still giving experienced players the ability to go lone wolf if need be. TLDR: Light was made to be a race car for the sole purpose of getting to the finish line as fast as possible. But that race car has become a rally car, and is being forced into a more versatile role by its users.
I don’t know if I agree with ALL your recommendations, but I wholeheartedly agree with your counter arguments on Heavy and Medium (spamming powerful specializations)
I was thinking they could maybe add wall running to an extend for the light class, so they can turn still perstine walls into new angle to hit from. Nothing of the likes of, let say Titanfall, but a decent amount of time to be able to pair the abilities with a wall jump (Dashing into or out of wall for extra speed, hook for verticality and cloak to try and suprise or go unnoticed. Im not sure if it would help to give light that extra edge of it's own in combat, but it would pair well with the guerrilla warfare tactics that light is already attached to. Be it from a far with a gun or upclose with melee. Instead of locking it behind an ability that set on a cool down needing mastery in knowing when to use said ability, the wall run would use how well you know of the map layout and movement skills.
grapple getting a second charge would be awesome alternatively it needs to be a charge like the invis based on how much its used, get a huge slingshot that sends you across the map? let it run out and make it charge slower because you made it run out BUT. let it have a FASTER recharge rate by not using it fully (how many times have you went to grapple something far away but the hitbox of something that was right next to you said SIKE and now you have to walk your ass to obj like a broke ass medium until it recharges completely). this also opens the door for smaller, more granular micro adjustments that could pay off by opening the use of it indoors, or a secondary grapple after a big swing that lets you reach areas that were completely out of the question in a single grapple or lastly, i'll gladly take both, copy titanfall, do it Embark, best grapple in gaming, just copy it
I like your idea! And I have definitely felt like a fool trying to grapple a rooftop and only hooking the second floor window seel lol "Like a broke ass medium" is the best thing I've read today lmao 🤣
A good light is supposed to capitalize off of their medium and heavy, not the other way around. A light won’t win fair 1v1s but if an enemy is fighting your heavy, that’s when you do your high damage. Go in while the enemy is distracted from an angle they aren’t expecting. In my opinion, this is how you play light. The reason the light’s kit isn’t team based is because it’s often off of the main team, taking off angles. The light needs to be self sufficient on its own, which is why its gadgets are built like that
Comment section is in uproar that this guy dare make good points. You always hear "let embark cook" and how they are doing great the game is great but let someone mention light class and the community goes into a frenzy. Light main's just got another specialization nerf with the dash now lets see if people move the goal post to something else pertaining to the light class that they deem needs a nerf, classic "give a inch take a mile" scenario.
I quite like the idea of passives, although I feel like passives should be tied to specializations, not characters, like there is no reason why a medium with the dematerializer should revive faster, he could however get an increased enviromental damage buff, a heavy with the hand shield could instead get to be able to keep the shield on while reviving, a light with the dash could get wallrunning (obviously I'm no game dev so those abilities are probably extremely unbalanced but you get the idea)
I'm going to game dev university in order to gather skills to open my own game studio some day. I have sworn to myself that if I ever make a multiplayer game there just won't ever be some abilities, gadgets, weapons etc. The light class is basically a list of those things...
This is by far the best analysis of the game as a whole. I truly thing the game was perfectly balanced when it first released and everyone complained when people started getting skilled at light and nerfed it badly.
In my experience playing with and playing against light class i can say that it is completely hit or miss with light teammates and enemies you either get a literal baby or jesus himself and with the recent throwing knife buff its super common to see multiple lights just wipe the floor with the rest of the lobby
I hate 2 things in this game: mediums not carrying defibs, and a team of lights with bows. They 99% of the time suck ass and won't get a single kill or assist
On light i really try to play more team-wise. I frequently run tracking dart (screw that ammo regen bug tho) and tend to hold points perpendicular to my team if they dont have healing/cover, as distraction, or hold next to teammates if they do. The additional survivability paired with my high dps means im helping the team. Also, its important to remember that as a light we have brilliant disengagement tools, which not only helps distract or seperate enemies to help the team conquer easier, but also to pull off a hidden revive. Nothing hurts more than seeing a light or any teammate really try to pull off a revive in the middle of an active engagement zone without the tiniest attempt to reposition
I have never played this game, I'm only going based off the information you've expressed: Based on what you're describing, there is a core systemic problem that you've mentioned several times already: "Team based game". Fact of the matter is, what you are describing is that the "light" class is a bitch to play against, and a bitch to have on your team-- in addition to it's gameplay-loop that's inherently anti-synergistic to the rest of the team (in a team based game), and thus intrinsically unhealthy for the game's design philosophy. Sounds like the solution would be reworking the "light" away from being an assassin, and instead saddling them with mechanics that keep them accountable in providing more direct and reliable value to their team.
I tried just about everything against these lights. Switched to the scar, Shotgun, revolver.tried adding gas grenades, mines, tried going zipline+jump pad to stay mobile from them... nothing seemed like it was gonna work..until I tried the grenade launcher against them. Suddenly I became the best player in my cash out lobbies that were plagued with light classes. Dominated a lobby that had 5 lights in it. Somehow kept a whole team of littles at bay.
This isn't "The Problem with Lights" video, it's "The Problem with Heavies." The issue isn't health pools, guns or abilities, it's the fact the Light can and will, in the hands of a crack head, completely annihilate players out of no where: which is where people's aggravated sentiments come from. You want Light to be buffed? Sure, as soon as it's damage and speed are yeeted so I and everyone else can have .5 seconds to properly react. Lights have the most mobility, fastest speed, highest damage and a plethora of "oh shi-" options and all of the this combined with Adderall and good aim makes it the king of ambush and 1v1. Lights don't need a buff, they need a retooling and rebalancing. Drop TTK, lower speed and bleed it into their abilities. You want to play a more ambush/assassin style? Cloak gets a temporary speed boost. You want to play a more Hit n Run style? Dash gets damage boost. You want to play Spider-Man 2? Grappling Hook can attach to players now. But what you're asking for is just charity, charity that this class does not need.
Yeah, balancing the classes around having different TTK is ass. Ideally the classes should have distinct playstyles, but otherwise similar performance. Right now, the strengths of the light class make it miserable to play against, and its weaknesses make it miserable to play as when properly exploited. It's like how League of Legends keeps giving ADCs absolutely zooted DPS, but they fold like napkins if anyone else runs at them too fast. The end result is ADC players hate playing their class, and everyone else hates how busted it is.
Capturing objectibes faster is the best thing you said for light to provide for their team. That way, the team will protect you whilest you contribute for the win
People say light is op because they felt the insane DPS output lights SUPPOSED to have. Others say light is crap because they felt the immensely low HP lights SUPPOSED to have. I say it's pretty balanced.
Light needs some interesting buffs that won’t make them overpowered in casual play. A faster steal, a faster mantle, a quicker pull out time on gadgets, simply and extra gadget slot would go a long way. I love the passive ideas, maybe even perks that all classes can select. For example a double jump perk. Maybe light can become better if the power of heavy is reigned in. Maybe the entire team has to share a gadget pool so if there’s two heavies only one can have this rpg. Only one medium can have Defib. I’m onto something there… I’m cookin… what else?
@@GoTTABEFR3SH a discord user disagrees with the idea citing that it wouldn’t be fun to have your Loadout taken by another player in solo queue. How would you fix this? Fastest one to click? Use VRs per gadget slot to buy your gadget? People won’t cooperate in solo queue ranked
Me over here dropping 20+ kills with a light, no stun gun, or cloak just grapple, sonar, gas, and glitch grenade. Don't forget the heavy also has a winch claw now.
as someone who doesnt play the game [so take my ideas with a pound of salt] there needs to be more of an emphasis on the assassination playstyle by not increasing their ability to approach (invisibility) but increasing their ability to exit situations. taking ideas from the gameplay loop of Tracer Overwatch where if you are not contested on the approach then you can take close shots to starve out enemy abilities and possibly being able to net a kill before dipping out of the fight to regen health and cooldowns. this would be countered by either catching lights on the approach and forcing them to use their exiting cooldowns prematurely and take them out of the fight while they regen. whether it be the medium keeping close eyes on other entry points or sending out your light to mark enemy lights and taking 1v1s to prevent approaches while your medium and heavy are bunkering. or by opting to play a full bunker playstyle (which seems to be what people are already playing) to prevent lights from being able to successfully assassinate a teammate its hard to balance these types of things without completely overtuning or destroying a character so i hope they doo some good things with the role overall
No one is saying light is op. At least not high ranked players. Heavy is the one truly op. You have to deal with barricades and 2 types of shields when they steal and they still say 'skill issue'.
I’m not scared of lights, I look forward to seeing them in ranked. The issue isn’t their DPS or survivability. It’s the fact that you can create 2 v 3 situations. Where the light uses their team as bait by being invisible. Also, they provide no support to the team, Medium can support their team with gadgets, same as heavy’s, the light class gadgets only benefit them. Light is definitely the most fun class, but the most useless in a team comp. Top damage, least impact.
Also the goo gun only half stuns because it's like trapping someone inside a shield, unless you're REAL good with it you're only giving the light a small shield on half their body while their cooldowns reset
"Heavy has a stun gun with 20 charges" yeah, in theory. In practice, I've been killed that way maybe 3 times throughout my entire The Finals' career. Invisible Light with a stun gun murdering me before I can even react? That happened at least 3 times every single game. I stopped playing for a few months because of that. It deserved to be nerfed into the ground, it was the most annoying fucking gadget I've ever seen in any FPS I've ever played.
Lights almost always have the most kills in just about every game i play. Mix in a smaller hitbox and ability to strafe and invis or dash with the highest ttk weapons. They 100 percent can win 1v1, which is annoying when the have 100 less health than you. I dont think they need to be nerfed but they dont need to be buffed. But adding more team oriented gadgets would be great.
They always get the most kills because that's their job, and if a heavy or medium with ak or lewis can't kill a light in head-on 1v1 then it's just a skill issue, either in positioning or aim.
I think the meta is mostlyyy okay rn. Though the fact Heavys have the potential to 3 dumb shields is crazy. They need to nerf one of the shields whether its the mesh or bubble. I feel like the light should maybe be able to carry an extra throwable/ gadget.
Lights do NOT need a buff man, every time I play light I absolutely smash the competition, to the point where it’s not fun it’s too easy. I do think they need more team based abilities tho
My favorite pastime activity is backstabbing heavies with Dagger I usually play medium or heavies, but I play all of weapons for variety The best feature about lights, is the dash's ability to escape certain doom with your dead teammates in hand, reviving at a safer spot Even if you don't kill with dagger, your teammates provide enough distraction to land a backstab, giving it a "Supportive" Role when dealing with a lot of HP Backstab + Facepunch never failed, because running and stabbing is faster than reloading
Light needs to have more things to be a scout. I personally agree with the 2nd charge to grapple and the stim pack, I had literally said I have wanted that on light to friends before as well. I also think that if you scope over an enemy as a light with a sniper, it should automatically ping that person. Also, the dash is cool but I think that the drone would make more sense as a scout, have it replace the stupid heat sensor gadget that no one uses, and still attract r6 players since they would be familiar with that. I miss the days of medium having the ability to mark enemies because I maimed sonar grenade and love that ability. So if I can’t mark enemies anymore as a medium then the light BEST be doing that shit going forward otherwise why even bother giving it to them
the problem isn't the light class itself, its the people who play the class that are the issue stick to your team, and flank if the opportunity presents itself, don't make flanking the core part of your playstyle
I wont lie, I think that's all they needed. The only reason lights complain about getting oneshotted is because they probably can't regen to full hp quick enough. There's not many things that can actually one shot a full hp light.
@@Atom1cAtomThere's technically no one that one shots with that argument minus light backstab on other lights or mediums. Even the sniper fails to one shot with a headshot. The problem isn't one shot, it's time to kill being so quick on lights. I think season 2 did a good job of balancing most things. Nothing felt useless or overpowered.
> Place gateway for team so we start the cashout super quick > They ignore it and die > You're stuck with the vault > Time to 1v9 kite and stall for them to revive
agreed with your points, another thing they could do is rework the light and make his gadgets more OP but with a twist, make his gadgets high risk high reward, the dash needs more charges or increased speed or increase in the area you dash but you live a trail behind you for like 10 meters, cloak can be activated with no cost and u get some speed boost but it gets canceled for 3 seconds after u get shot , things like that
Faster recovery doesn't stop bad lights players to play on their own. Make it so recovery triggers when nearby teammates or after an assist. That way it forces them to play around the team.
This Saturday 6/22 I'll let you guys decide how I spend my first ever UA-cam paycheck live on stream! Should we gamble it away? Should we buy 7 people the battlepass? Should we donate it to someone else? LMK. Mark your calendars WE GO LIVE ON 6/22
First off... "I finished the challenge" to end that clip EPIC. What time you streaming and you should gamble the money BUT your chat calls what you do on the table.
@@LegendOfSteve I should be live sometime after 8 pm CST
@@GoTTABEFR3SHI do play world tour every so often but I play medium because healing beam OP
You talked about all the downsides of the other builds abilities but forget the countless ways to counter them
Plus heavy have the worst guns
When I play with lights they are either absolutely garbage and makes me cry or so good they delete a team by themselves
And that my friend is The Light Delima lol
It's a high skill class.
Pretty much, the only way a light gets good is by starting bad
Had one of those games where I was destroying teams on my own last night, after that it was nothing but getting repeatedly wrecked in every other lobby. The true light experience
The same applies when I play as a light haha. I’m either stomping their team or being decimated with no in between on a round to round basis
Imagine if the light got OSPUZE as the stim shot, just drinking energy drinks for a boost.
BRODIE YESSSS OSPUZE BRANDED ENERGY SHOTS FOR THE WINNNN.
Light about to turn into the TF2 scout lol
For me, the biggest problem with light is that it is directly contrary to the main reason I was able to get into this game in the first place: longer than average TTK. I always hated other shooters I had played because I felt like I had to sweat my ass off to avoid getting killed instantly. In The Finals, on the other hand, I usually have time to react to stuff. Against mediums and heavies (unless heavy has hammer/spear and winch claw, lol), I can react to whatever they're doing if I get shot from off-screen. When the lobby has a lot of lights, on the other hand, the game turns into a twitch shooter again, and it's miserable.
Maybe changing L/M/H health to 200/275/350 would make it feel better, idk.
tl;dr Lights get killed instantly by everything, so to be "balanced" they have to be able to kill everything instantly. Getting killed instantly isn't fun.
Ottr got nothing on this mf. Genuinely excited for your szn 3 content, keep up the good work brodie.
Thanks man! That means lot! Lmk what you wanna see from in S3 and I'll do my best to make it happen :)
@@GoTTABEFR3SH the streets need a funny moments vid, I'm sure you could fill up a whole hours worth of that shit
@@elondavis1353 real
ottr is ruining this community, first defending the stupid ingame crosshair, then promoting emote canceling getting removed. Hate this mf, what next? Getting light entirely removed?
Emote cancelling is an exploit.......
If you cant win without cheating, Go away. No one needs you in this community @@Atom1cAtom
My favorite way to play light is to play it like im a locust in MechWarrior online. Scout but not so far you can't rienforce the team, stick close and capitalize when your heavy duels the other heavy down to low health. You are the assassin so why the hell are you taking enemies at their strongest, you're the ultimate switch, the middle of the food chain, prey on weakness, be a distraction to let your allies win the duel, focus on dodging rather than dealing, so once the opportunity presents itself, you strike!
Well construed. "The Light tanking" is a real deal. I main sword😳😅 when I end up in a position out of reach and losing the fight, I JUST GO CRAZY with the last dash and jumps & slides. And rather often I can juke and delay just enough that a teammate nails em down.
Well said
This game seems like a balancing nightmare in general and the devs deserve so much more praise for basically performing a miracle in front of our eyes.
100% agree with you, Love the devs and the Artist who work on the drip in the game.
i think it would be cool if light could res while using his specialisations like in stealth he could grab and res teammates, resurecting while on grappling hook and faster ressurection time with dashes, it would make light more team oriented
I like that I always thought it was weird that Reviving while invis wasn't a thing.
One other reason: it is actually one of the most team oriented classes, and you NEED a good team to be helpful as a light, if you have a shit team, you're gonna play shit. Light is useful for getting flanks while teammates distract, picking off one by one, doing some damage and teammates finishing them off.. but if the team CANT do any damage, cant distract or dies immidately the light is useless
My group hhas two lights and both of them gateway cash boxes. They play full objective support and sometimes even kidnap the 2nd cash box from other teams for bigger scores. truthfully one of the best team play classes if they have the support
this is why HHL is my favorite team comp (I’m the light)
I’m glad there’s so many people that care for this game like I do I really hope it takes the popularity back when the game gets more maps and balances
Me too, I love the community (minus the subreddit lol)
The problem is not the light is the weakest, the problem is the light is the most annoying class in the game
Yup
Loving the humor lol. You even added the part where they delete you before you even engage because Cloak was made more visible.
Intro had me hooked, then the entire video was full of great takes, reasonings, and editing. new subscriber i’m glad somebody with as much talent as you have is covering the game.
Awh thanks man! I really do appreciate it if you have any idea of what you wanna see lmk and I'll do my best to make it happen
i love how the biggest buff light has ever gotten was the defib nerf, made light actually playable
Now the health regen for lights is 7 seconds, 2 seconds and 3 seconds faster than medium and heavy. Need to wait to see if it is effective. I agree with the healing stitch, bomb, or something like that, but if it also increases your speed, it's gonna be overpowered since you can play more aggressively even when your health is full, and also consider that the already fast moving speed for lights.
for context 2/3 of the things mentioned in this video have been added to the light class, being healing cooldown and gateways to help the team.
As someone who mains light (unless it's power shift with low grav, then I gotta go slam heavy for Adam smasher) I've gotten really good at the described "guerilla warfare" I play dagger, never run front line, I'm always darting around just outside of where I'm expected to be, and then when I see an opening (pretty often) I push in and start backstabbing, the great balancing of the dagger plus ofc the damage and my ability to Matador and the like, and I often top score in lobbies without ever even touching the objective, just running interference and whittling down the enemy, or even fully wiping if I get the chance, plus the ability to last-ditch dive onto someone stealing a cash out and go out in a blaze of glory
The light can be team oriented when you have comms. Glitch grenade is invaluable for pushing when enemies have heavy. Thermal is good for spotting enemies and making calls. Portal grenade is good for maintaining control of objective and getting team past bridges or behind enemy lines.
But that can be a medium now with data reshaper and a glitch barrel.
@@dishinthetruth8146
Glitch barrel has a significantly bigger hit box and has a small arc. It's also way more noticeable so enemies can react and start searching for cover upon being glitched.
No but, this man cooked. I love the content. Please keep it coming. I appreciate having well versed content on the finals to share with people that are still on the fence about this incredible, albeit flawed game
Thanks man! I'll do my best! If you have any ideas for content in Season 3 lmk and I'll try and make it happen! I love making videos and if it helps give the game exposure at the same time it's a win win :)
@@GoTTABEFR3SH I'd love to hear your thoughts on the changes to Ranked once they are live. I know Terminal attack isn't for everyone. But the game is still in it's infancy and needs content that elevates it for it's potential
As a heavy main, I don't think light by design is an issue. It's the type of people that light attracts. Everytime I get grouped with lights where I'm annoyed, they are never, ever with the rest of the group. They are supposed to scout and flank yes, but not on the other side of the map where none of your teammates are. They're supposed to stay near the group so that they can provide Intel/intercept people that would catch your group off guard, not sniping from a building in a different area code. The times where I've gotten good light players it showed, because they were operating in proximity to the group, they were countering flanks and still getting the most kills, but close enough to the team so that they can support them.
the average light player picks the sniper and hits 5 shots the entire match, only killing random people the other side of the map with no benefit to the team, as you say, the lights job is too help the team by being around but not right next them. they need to be involved in the same fights as the team but from behind the enemies, but a lot of light players just play for kills by the looks of it. this means that lights are annoying for those playing against them as they are often standing on rooftops attacking you where you weren't a threat to the lights team, and so you weren't expecting the light to be challenging your position. they need to encourage light players to play with the team more, and discourage people from running off as lights almost always do. even with the current kit light can be very valuable to the team as you mentioned, but no-one wants to play light like that, i think in part due to the fact that no-one else is expecting a light to actually be useful
I have no idea what game this is, or how I got here, but I just watched a 16:00 minute video and was completely enthralled. Superb work, thank you
Whats great is in the preview light actually had a 5s regen instead of the 8s regen, as a light main i love this change so much. Great Qol
The problem i have with lights is not their dps or playstile or their health the problem i have Is their low mental... They ragequit so easily that im always impressed how childlish they act like its the first half of the first 10k we loose the minute 2 teamfight and they ragequit/go afk...
I think the problem is that a class that can instantly delete a mf while also having the tools to easily get into a position to do so is inherently going to be annoying as shit to fight against
Like there's a reason spy is the weakest fucking class in tf2, this type of class is already annoying as fuck when they're not the best so a game in which they're actually really good sounds like the worst thing ever.
@@maketeamplay649Lights get basically one tapped by other lights, sledgehammer right click, revolver headshot, model to the chest, mines, grenades, rpgs, Carriables, etc. Most of those being multi charge gadgets or infinite ammo primaries. They are meant to melt people who aren’t paying attention or are out of position. They get swept in gunfights or with a sliver of team play. Just like spy in TF2.
Yeah I dunno, as it stands now, light just requires a lot of skill and/or teamwork to use effectively. Heavy and medium have a very intuitive synergy that’s accessible to anyone with half a brain, but light requires a lot of tact on your part.
I don’t usually play light myself unless I’m bored and wanna frag out, but when I do, I often try to just pick a lot of utility gadgets that I think will help the team. I honestly think the smoke grenade is probably the most slept on gadget in the game for example. I’ve had several moments where my medium just decides to die in the middle of absolutely nowhere, but I throw a smoke grenade and nobody can see me lol. It also helps for stealing cash outs because they have to come up close to see you usually.
Lights can definitely be played, but like I said it’s just not as intuitive. You have to figure out how to make it work and it helps if you’re above average with your skill level…
I do like your proposed changes to the kits, aside from the stated passives. The propositions would help light a lot without making him even more annoying to fight against. And the Healing bomb sounds like good team util. Kudos
God - shooting a heavy down to half a bar only to have him pop his mesh shield and sprout a blue tail every engagement does hurt.
7:47 is a non-sequitur because there is no benefit to spamming shield up and down like that. You dont get to act immediately out of it, you arent afforded the durability of the shield once you start putting it away.
Being able to spam cloak allowed you to be harder to target once you did dive on someone with a high burst damage per shot weapon (shotgun, sword, dagger) while still being incredibly hard to see. You'd shoot from in cloak, half them, cloak up again, repeat till kill. It also allowed Lights to just damn near freely run away from any fight they wanted, because even if they got shot out of cloak, it wasnt a problem, they'd just put it back on. A Light who could effectively manage their cloak was basically invisible for every engagement. So, in engagements where they didnt just secure their free kill (tazer S0-S1) you were basically fighting Casper.
I was for a different change to where a Light would be locked out of cloaking for 3 seconds after being shot out of it, but the cloak cost is needed. However, I would still be up for a reversion to S1 cloak and my idea to be tried.
the light class is the most powerful in terms of damage, movement, escape capacity, smallest hitbox. on the other hand it has almost no vitality. what's a problem with this class is that a lot of random people play it without thinking about teamplay. but a Light in a squad of 3 who know each other is insane.
Quintessential glass cannon!
Me and my friends are really new to the game so i can't say that we've encountered the best of best players yet, but i've found the best way to team fight with light is using medium and heavy as "distractions", while they are busy taking the enemies attention you use your speed and specialization to blitz next to or behind the enemy catching them somewhat offguard (if they notice you to begin with) and if they do shift and start shooting you, sure you're probably dead but your team can now focus fire on the distracted enemy.
As a side note and personal note, while i always main and do best with melee regardless of class, i've noticed that simply putting on some music to fit the pace will boost my perfomance dramatically, ran light got 9 kills one life as all 3 teams came to the same vault (ofc not all damage was my doing, but i got the credited eliminations and sucessfully got the vault)
I agree with your assessment of how light should work. Ideally, as a light, you go in and kill their healer, so the heavy can get picked off without the fear of him being ressed.
Light is like spy in tf2 great at catching people being distracted while still being kind of squishy when caught. The class does its job well and isn’t some “oh I’m gonna run around and 1v1 people with my high ttk” kind of class, it’s a snake waiting for the right opportunity to strike.
A lot of lights are useless team mates just on a building with sniper getting no kills
What I notice from most lights I play with it's always down to their decision-making and skills. I get so many lights that would rush a team and not understand when to not fight gets them killed. For most of the sweaty lights, their skill to make the most value within such a short time makes them annoying to most players. I can't explain how many times I get destroyed within a second by light just to get away for their team to follow up
Edit: The new rank mode now makes lights more viable compared to cashout. Their aggressive playstyle and fast damage no longer is punished. Mediums cannot heal or rev people making whatever lights do matter now. And they benefit the most from the recovery buff and the new rank mode. It's now balanced (for ranked)
This^^^ 1000x this
i think making light have more team utility. stuff like:
make thermal vision mark enemies
extend gateway range
make vanish bomb have a shorter cooldown if you dont hit yourself with it
make light steal cashouts faster
make lights rez slightly faster (slower than defib, faster than normal rez
in compensation youd have to remove some of their kill potential or some of their escape potential.
Your decision is garbage
1. thermal vision is already good without the marking system(Embark removed recon sense from medium build)
2. gateway range is already pretty far
3. vanish bomb cooldown is already fast
4. not a balancing statement
5. not a balancing statement
I'm not a light main. I use all of the class but I mostly use light.
I’ve had a lot of success playing light like a dive from overwatch, being able to split the attention of a team and provide info does a lot for my team. So even if I don’t get a kill, we often win the team fight since I can disrupt the enemy’s coms and split their attention off of my charging heavy. I’ve found that it’s all about timing, if you fuck it up you throw fights, so I can see the point but I disagree on their team usefulness.
Exactly. You distract them from the team or the team distracts and you get free damage. Light is the MOST team-based class in my opinion
Well turns out they DID give light a quicker healing cooldown. One of the best balancing decisions they've made imo
I dont think lights are meant to be played as a go in ALONE, do dmg, and get out. That in itself is inherently anti team play. They are supposed to fight with their team during the fight, but while not being the center of attention. For example, a flank or even opening up a different viewpoint with their breaches. If you buff lights with stuff like you said it would just further tip the scale. The point of lights not having a lot of health is to punish them for not playing with their team in the way that they are supposed to be played. If you are dying as a light you are most definitely doing something wrong in HOW you are engaging.
you are absolutely cooking with these ideas for passives and stuff good shit
Thanks man!
They should dedicate the light as a scout ; incentive the player to spot/scan ennemies and disable utilities.
6:40 his keybinds switch from controller to keyboard for a second, kinda sus ngl
happens when you graze ur mouse on table while playing controller
The Video in Short: if you have skill you Are goated with light, if Not, Not.
I feel like light is supposed to be geared towards objective mainly. They are best at getting the cash box around the map, gaining vantage points to support their team from range, and keeping teams distracted while holding an objective. People attempt to play light as a heavy, essentially trying to top frag and be a lone wolf. Light does work for this if you put together the right loadout and have great accuracy so you can shoot on the move. I feel like light should be less balanced for getting kills, and more balanced for delaying/holding/transporting objective.
You literally said it yourself, Heavy is high health/high damage/top frag class. Medium is support/healer/general-use. so naturally, In a TEAM BASED game there is one final part not covered, Objective. Light should be transport/chip-damage/objective class. Not to say that lights shouldn't be able to have self sufficient properties though. The stun gun should have an extra charge, and slow turn speed a tad more, as well as way less distance. Its use case should be to get enemies off of objective or to make it easier for yourself or your team to kill a defending enemy. Your guns should do enough damage to kill a light with some misses in one mag of any gun, kill a medium in the same mag as long as you don't miss, and deal significant (about 50% of their health) damage to heavy, to help your team finish them off.
At the same time, these weapon damage changes should be offset but either outright removing fully auto guns from lights kit, or lower their rpm. I feel like If you want to play light and frag for your team you should be restricted to using single fire, or burst weapons with high accuracy requirement. This would force light players into an objective focused playstyle, while still giving experienced players the ability to go lone wolf if need be.
TLDR: Light was made to be a race car for the sole purpose of getting to the finish line as fast as possible. But that race car has become a rally car, and is being forced into a more versatile role by its users.
Lights on the enemy team always seem to shred and I always end up with the random who sucks when using it lol
I don’t know if I agree with ALL your recommendations, but I wholeheartedly agree with your counter arguments on Heavy and Medium (spamming powerful specializations)
I think the light has the same problems as spy in tf2. It relies on the enemy being bad.
Or the light being him
Wow, I literally agree with everything in the "How Do We Fix It?" section. Makes so much sense.
I was thinking they could maybe add wall running to an extend for the light class, so they can turn still perstine walls into new angle to hit from. Nothing of the likes of, let say Titanfall, but a decent amount of time to be able to pair the abilities with a wall jump (Dashing into or out of wall for extra speed, hook for verticality and cloak to try and suprise or go unnoticed. Im not sure if it would help to give light that extra edge of it's own in combat, but it would pair well with the guerrilla warfare tactics that light is already attached to. Be it from a far with a gun or upclose with melee. Instead of locking it behind an ability that set on a cool down needing mastery in knowing when to use said ability, the wall run would use how well you know of the map layout and movement skills.
grapple getting a second charge would be awesome
alternatively it needs to be a charge like the invis based on how much its used, get a huge slingshot that sends you across the map? let it run out and make it charge slower because you made it run out
BUT. let it have a FASTER recharge rate by not using it fully (how many times have you went to grapple something far away but the hitbox of something that was right next to you said SIKE and now you have to walk your ass to obj like a broke ass medium until it recharges completely). this also opens the door for smaller, more granular micro adjustments that could pay off by opening the use of it indoors, or a secondary grapple after a big swing that lets you reach areas that were completely out of the question in a single grapple
or lastly, i'll gladly take both, copy titanfall, do it Embark, best grapple in gaming, just copy it
I like your idea! And I have definitely felt like a fool trying to grapple a rooftop and only hooking the second floor window seel lol "Like a broke ass medium" is the best thing I've read today lmao 🤣
I like the medium coming from bumfuck nowhere to revive the heavy
A good light is supposed to capitalize off of their medium and heavy, not the other way around. A light won’t win fair 1v1s but if an enemy is fighting your heavy, that’s when you do your high damage. Go in while the enemy is distracted from an angle they aren’t expecting. In my opinion, this is how you play light.
The reason the light’s kit isn’t team based is because it’s often off of the main team, taking off angles. The light needs to be self sufficient on its own, which is why its gadgets are built like that
Comment section is in uproar that this guy dare make good points. You always hear "let embark cook" and how they are doing great the game is great but let someone mention light class and the community goes into a frenzy. Light main's just got another specialization nerf with the dash now lets see if people move the goal post to something else pertaining to the light class that they deem needs a nerf, classic "give a inch take a mile" scenario.
I quite like the idea of passives, although I feel like passives should be tied to specializations, not characters, like there is no reason why a medium with the dematerializer should revive faster, he could however get an increased enviromental damage buff, a heavy with the hand shield could instead get to be able to keep the shield on while reviving, a light with the dash could get wallrunning (obviously I'm no game dev so those abilities are probably extremely unbalanced but you get the idea)
I'm going to game dev university in order to gather skills to open my own game studio some day. I have sworn to myself that if I ever make a multiplayer game there just won't ever be some abilities, gadgets, weapons etc. The light class is basically a list of those things...
You talking about invisibility, recon senses, and stun gun in particular huh. What weapons though?
Grenade launcher brother. Bane of the light class.
This is by far the best analysis of the game as a whole. I truly thing the game was perfectly balanced when it first released and everyone complained when people started getting skilled at light and nerfed it badly.
imagine light with wallrunning 😮
In my experience playing with and playing against light class i can say that it is completely hit or miss with light teammates and enemies you either get a literal baby or jesus himself and with the recent throwing knife buff its super common to see multiple lights just wipe the floor with the rest of the lobby
I hate 2 things in this game: mediums not carrying defibs, and a team of lights with bows. They 99% of the time suck ass and won't get a single kill or assist
"tap in, come fw me" like i wasn't beforehand
Light players whine to the devs to get all the buffs and still aren't happy smh
On light i really try to play more team-wise. I frequently run tracking dart (screw that ammo regen bug tho) and tend to hold points perpendicular to my team if they dont have healing/cover, as distraction, or hold next to teammates if they do. The additional survivability paired with my high dps means im helping the team.
Also, its important to remember that as a light we have brilliant disengagement tools, which not only helps distract or seperate enemies to help the team conquer easier, but also to pull off a hidden revive. Nothing hurts more than seeing a light or any teammate really try to pull off a revive in the middle of an active engagement zone without the tiniest attempt to reposition
I have never played this game, I'm only going based off the information you've expressed:
Based on what you're describing, there is a core systemic problem that you've mentioned several times already: "Team based game".
Fact of the matter is, what you are describing is that the "light" class is a bitch to play against, and a bitch to have on your team-- in addition to it's gameplay-loop that's inherently anti-synergistic to the rest of the team (in a team based game), and thus intrinsically unhealthy for the game's design philosophy.
Sounds like the solution would be reworking the "light" away from being an assassin, and instead saddling them with mechanics that keep them accountable in providing more direct and reliable value to their team.
That is a better summary than I could give in my 15 min lol but hey, try the finals it's free!
I tried just about everything against these lights. Switched to the scar, Shotgun, revolver.tried adding gas grenades, mines, tried going zipline+jump pad to stay mobile from them... nothing seemed like it was gonna work..until I tried the grenade launcher against them. Suddenly I became the best player in my cash out lobbies that were plagued with light classes. Dominated a lobby that had 5 lights in it. Somehow kept a whole team of littles at bay.
grenade launcher is the ultimate light counter. It's just kinda mediocre against the other builds
This isn't "The Problem with Lights" video, it's "The Problem with Heavies."
The issue isn't health pools, guns or abilities, it's the fact the Light can and will, in the hands of a crack head, completely annihilate players out of no where: which is where people's aggravated sentiments come from.
You want Light to be buffed? Sure, as soon as it's damage and speed are yeeted so I and everyone else can have .5 seconds to properly react. Lights have the most mobility, fastest speed, highest damage and a plethora of "oh shi-" options and all of the this combined with Adderall and good aim makes it the king of ambush and 1v1.
Lights don't need a buff, they need a retooling and rebalancing. Drop TTK, lower speed and bleed it into their abilities.
You want to play a more ambush/assassin style? Cloak gets a temporary speed boost. You want to play a more Hit n Run style? Dash gets damage boost. You want to play Spider-Man 2? Grappling Hook can attach to players now.
But what you're asking for is just charity, charity that this class does not need.
Facts
Yeah, balancing the classes around having different TTK is ass. Ideally the classes should have distinct playstyles, but otherwise similar performance.
Right now, the strengths of the light class make it miserable to play against, and its weaknesses make it miserable to play as when properly exploited. It's like how League of Legends keeps giving ADCs absolutely zooted DPS, but they fold like napkins if anyone else runs at them too fast. The end result is ADC players hate playing their class, and everyone else hates how busted it is.
Say it louder so that people in the back can hear it too!
This is the right solution to the light class, everyone!
Watching this from now, I have been playing for a few weeks and most of your issues have been fixed or at least addressed thankfully.
THANK YOU for the initals explanation - you just made want to watch you more often
Liked and subscribed
Ok but when a low ranked light chooses sniper in a tournament you know that there about to be useless as hell
ngl that dude in the last clip cooked yall
They’ve fixed almost every annoying unfair bug, it’s quite literally a skill issue now. Everything is balanced bruhhhh
Capturing objectibes faster is the best thing you said for light to provide for their team. That way, the team will protect you whilest you contribute for the win
People say light is op because they felt the insane DPS output lights SUPPOSED to have.
Others say light is crap because they felt the immensely low HP lights SUPPOSED to have.
I say it's pretty balanced.
It's trash 'cause he lacks teamwork and high lobbies people don't miss
Light needs some interesting buffs that won’t make them overpowered in casual play. A faster steal, a faster mantle, a quicker pull out time on gadgets, simply and extra gadget slot would go a long way. I love the passive ideas, maybe even perks that all classes can select. For example a double jump perk. Maybe light can become better if the power of heavy is reigned in. Maybe the entire team has to share a gadget pool so if there’s two heavies only one can have this rpg. Only one medium can have Defib. I’m onto something there… I’m cookin… what else?
gadget pool idea is actually a fantastic one, might be better than just forcing HML for ranked
I love the gadget pool idea!
W GADGET POOL
@@GoTTABEFR3SH a discord user disagrees with the idea citing that it wouldn’t be fun to have your Loadout taken by another player in solo queue. How would you fix this? Fastest one to click? Use VRs per gadget slot to buy your gadget? People won’t cooperate in solo queue ranked
@@ellisfleming9972to fix you just be locked to your class going in. Your queue would end up longer with this change probably.
Down to the same text the game uses, I see the effort hope to see more!
I'll do my best ❤️
I really liked your Healing Bomb and Faster Cap Speed Ideas
Me over here dropping 20+ kills with a light, no stun gun, or cloak just grapple, sonar, gas, and glitch grenade. Don't forget the heavy also has a winch claw now.
as someone who doesnt play the game [so take my ideas with a pound of salt] there needs to be more of an emphasis on the assassination playstyle by not increasing their ability to approach (invisibility) but increasing their ability to exit situations. taking ideas from the gameplay loop of Tracer Overwatch where if you are not contested on the approach then you can take close shots to starve out enemy abilities and possibly being able to net a kill before dipping out of the fight to regen health and cooldowns.
this would be countered by either catching lights on the approach and forcing them to use their exiting cooldowns prematurely and take them out of the fight while they regen. whether it be the medium keeping close eyes on other entry points or sending out your light to mark enemy lights and taking 1v1s to prevent approaches while your medium and heavy are bunkering. or by opting to play a full bunker playstyle (which seems to be what people are already playing) to prevent lights from being able to successfully assassinate a teammate
its hard to balance these types of things without completely overtuning or destroying a character so i hope they doo some good things with the role overall
Dash? Grappling hook? hello?
I'll drop 20 kills, then the next round 6 lol. It's hard to be consistent but Light feels good to me honestly. The speed and movement is perfect.
about as solid as a video can get. Outstanding work!
Thanks!
No one is saying light is op. At least not high ranked players. Heavy is the one truly op. You have to deal with barricades and 2 types of shields when they steal and they still say 'skill issue'.
A ton of people are saying lights op
A lot of people say Light is OP. Mainly those who don't play Ranked. Light is a pain for newer players.
I’m not scared of lights, I look forward to seeing them in ranked. The issue isn’t their DPS or survivability. It’s the fact that you can create 2 v 3 situations. Where the light uses their team as bait by being invisible. Also, they provide no support to the team, Medium can support their team with gadgets, same as heavy’s, the light class gadgets only benefit them.
Light is definitely the most fun class, but the most useless in a team comp. Top damage, least impact.
They are dumb@@Khaotism
Also the goo gun only half stuns because it's like trapping someone inside a shield, unless you're REAL good with it you're only giving the light a small shield on half their body while their cooldowns reset
"Heavy has a stun gun with 20 charges" yeah, in theory. In practice, I've been killed that way maybe 3 times throughout my entire The Finals' career. Invisible Light with a stun gun murdering me before I can even react? That happened at least 3 times every single game. I stopped playing for a few months because of that. It deserved to be nerfed into the ground, it was the most annoying fucking gadget I've ever seen in any FPS I've ever played.
Lights almost always have the most kills in just about every game i play. Mix in a smaller hitbox and ability to strafe and invis or dash with the highest ttk weapons. They 100 percent can win 1v1, which is annoying when the have 100 less health than you. I dont think they need to be nerfed but they dont need to be buffed. But adding more team oriented gadgets would be great.
They always get the most kills because that's their job, and if a heavy or medium with ak or lewis can't kill a light in head-on 1v1 then it's just a skill issue, either in positioning or aim.
10:30 i dont know if this was a recent change, but light does regen sooner
Yeah they changed it 3 days after I published this video lol
I think the meta is mostlyyy okay rn. Though the fact Heavys have the potential to 3 dumb shields is crazy.
They need to nerf one of the shields whether its the mesh or bubble.
I feel like the light should maybe be able to carry an extra throwable/ gadget.
Lights do NOT need a buff man, every time I play light I absolutely smash the competition, to the point where it’s not fun it’s too easy. I do think they need more team based abilities tho
Well, Lights start recharging their health 3 seconds faster than Heavies in S3 now, so that's helped a lot, I think.
I main medium and i disagree with buffing lights..... lets nerf the heavies and their massive pile of free kill tools and weapons.
let him COOK
My favorite pastime activity is backstabbing heavies with Dagger
I usually play medium or heavies, but I play all of weapons for variety
The best feature about lights, is the dash's ability to escape certain doom with your dead teammates in hand, reviving at a safer spot
Even if you don't kill with dagger, your teammates provide enough distraction to land a backstab, giving it a "Supportive" Role when dealing with a lot of HP
Backstab + Facepunch never failed, because running and stabbing is faster than reloading
Light needs to have more things to be a scout. I personally agree with the 2nd charge to grapple and the stim pack, I had literally said I have wanted that on light to friends before as well. I also think that if you scope over an enemy as a light with a sniper, it should automatically ping that person. Also, the dash is cool but I think that the drone would make more sense as a scout, have it replace the stupid heat sensor gadget that no one uses, and still attract r6 players since they would be familiar with that. I miss the days of medium having the ability to mark enemies because I maimed sonar grenade and love that ability. So if I can’t mark enemies anymore as a medium then the light BEST be doing that shit going forward otherwise why even bother giving it to them
Theyre making lights have a smaller regem timer from 10 to 7 compared to the others this next season
maybe they could pull a scout and give them a double jump and maybe while theyre capturing and reviving they go invisible :)
Everyone keeps mentioning this scout character lol I have to go check out TF2 I guess haha
the problem isn't the light class itself, its the people who play the class that are the issue
stick to your team, and flank if the opportunity presents itself, don't make flanking the core part of your playstyle
Good news lights can now heal faster than other classes
Bout time lol Thats so great to hear!
I wont lie, I think that's all they needed. The only reason lights complain about getting oneshotted is because they probably can't regen to full hp quick enough. There's not many things that can actually one shot a full hp light.
@@Atom1cAtom charge 130 hp slam 30 you’ll die in a second
@@Atom1cAtomThere's technically no one that one shots with that argument minus light backstab on other lights or mediums.
Even the sniper fails to one shot with a headshot.
The problem isn't one shot, it's time to kill being so quick on lights. I think season 2 did a good job of balancing most things. Nothing felt useless or overpowered.
>Place gateway for team so they could deposit cashbox super fast
>Die.
>Miserably tilt in the game
I can never get my teammates to use my gateways lmaooo
> Place gateway for team so we start the cashout super quick
> They ignore it and die
> You're stuck with the vault
> Time to 1v9 kite and stall for them to revive
Man where this guy been at? He funny asf but on a side note what they could do to make light good is make TA the new ranked and buff the LH1
You know they could do that, and I'm sure the community won't be upset by it at all lmaoo
agreed with your points, another thing they could do is rework the light and make his gadgets more OP but with a twist, make his gadgets high risk high reward, the dash needs more charges or increased speed or increase in the area you dash but you live a trail behind you for like 10 meters, cloak can be activated with no cost and u get some speed boost but it gets canceled for 3 seconds after u get shot , things like that
4 dash charges would be so nice
I think giving light a faster steal time would be a really cool way to make them more prevelant in terms of objective.
I wrote this before seeing this in the video and got so happy when you said it
@@Blujay64 great minds think alike lol
@@GoTTABEFR3SH they have this in tf2, the light character called the scout has 2x objective capture times and 2x payload moving bonus
Looks like Light is getting quicker health regen 🎉
Trash
Bruh that’s a good change
Faster recovery doesn't stop bad lights players to play on their own.
Make it so recovery triggers when nearby teammates or after an assist. That way it forces them to play around the team.
I can get behind that!
bro what?
lights are meant to be assholes, the problem is that theyre also assholes to their team too
@biscuit9933 most of them, not me, I would never 😤