I think we can have 3p but 3p camera have cooldown and duration. Like you can dongle in 3p for 5 sec and have a 20 second cooldown to activate again.
Main Ying, Ying and Ying.
Posts made by LilianaOuO
RE: Ying Guide
I learned a Resonance Strategy from Vex30, the PPL player. (I tweaked his method a little bit)
The basic requirement of this strategy are:
Loadout card "Brittle" level 5 + 2 clones (+ chronos level 1 if you have 30+ ping)
This Strategy simply uses Ying clones to locate enemies and potentially deal 1000+ damage just by holding "right click".
Also, after dealing damage, you can hit "F" to blink close to the enemies and begin a close range combat. (Trust me, a lot of time you can "one hit" your enemy at this point)
After the combat, if you can get a kill, you can hit "F" to blink back and pretend nothing happen but annoy enemy back line.
Plus, if you have "Rewind" card in you loadout, enemy might hit your clone or you can "right click" shatter it real quickly to deal 500 more damage.
A successful process can deal 1500+ damage.
The drawback of this strategy is using "F" ability to being aggressive instead of saving it for escaping and not healing teammates at all.
So if you can't deal 1000+ damage by using this strategy above, it is not worth using. The reason is your team would not receive any heal for 10+ sec so there is a high chance get "team wipe" and a lot of "VHS". After that, you will find out your team start to lose hope and throwing.
I heard Evil Mojo team have being thinking to rework Resonance talent so I hope I still can use this strategy in the future because getting kill as resonance Ying is really satisfied.
RE: "Reticle color change on target" option
I also realize this problem recently. More and more snipers have wired quick scope kill. Plus, they just wipe their aim and hit at the hitbox outside the my character due to server delay even though I have already out of their sight.
Paladins has very clear growing outline around the character to indicate teammate and enemy already and I don't think anybody need this option in any way.
If in TDM players can do team damage, it would be more intense and different from Onslaught
So far TDM is just a shorter version of Onslaught. And there are not so much difference between both. I came out with an idea about new rules on TDM which makes players play more carefully and get some fresh feeling.
TDM in my imagination:
- Friendly fire on
- Team killer will lose credit
- Healing resources can be use by enemy team
- Team can only get points by killing enemies
What's your thought? BTW, should team kills count as kill to heal?