This game is so under appreciated. Yes it has balance issues, yes the main game mode isn’t perfectly fair either, but it’s better and more fun than ANY other FPS out there, and Season 4 will be the highest point for the game we’ve ever seen.
Yup but play it too much can get burned out I love the finals but man oh man this new season looks amazing I'm a bit sad about the dual blades they are fun too difficult to use
@ogre5175 As with any game, play it too much and you get burned out. That's why I only really play 2 Live Service games consistently, and then other games for my own sanity/enjoyment. That said, this is the only Live Service game I've been able to play and not get mad at. So that's a plus lol.
Oh hey! I remember you, I'm not sure if you do since my name is different here but I was MTDrone, we played with someone named BoringBasil or something like that and he was a sledgehammer heavy, cool to see you here! Hope your games are Good
They should make a change to the Anti-Gravity Cube where you can flip the gravity polarity up or down. If its down people in the AOE move slower and cant jump. It would bring great utility to this gadget.
CL-40 buff was well needed, It felt like throwing grocery store cheese samples at enemies, When I could 1 mag an enemy and even 1 mag 2 enemies at times with a magazine in most other Med weapons
Honestly, the features that this game has been able to add in a span of a year, from open beta to now, Feels like 2 years worth from other bigger studios. I said this from the beginning, Embark is a very efficient studio, and live service games are a marathon. Every time they update the game in content and user experience, the quality compounds along with everything that came before. I am STOKED to see how year 2 will look like!
@@arcanum3882No new specializations or gadgets is a lil disappointing but probably necessary if we ever want a decently balanced game as those are a big pain in the balancing department rn. Not sure what nerfs you’re referring to as weird-they actually cooked for once with the balance changes
@@Iykyk13 AK, mesh shield(ik it may be reverted), mines. I'm willing to wait and see how RPG and heal beam feel, the other nerfs listed no one was asking for
@@arcanum3882I think at least the glitch mine change was because they were really strong, so now you can’t just spam them everywhere. And the explosive mine change is weird I guess but I suppose it’s so people don’t turn a corner, panic throw two at their feet, and one shot a light that’s chasing.
I never really comment on your videos, but I've been watching since season 1 and subbed more recently. I have to say, the quality of your editing, the quality of your script or improv, and your eloquence us amazing. I look forward to your videos every time. Even when it's knowledge is already had about the game, I watch because the video is just such high quality.
One of my favorite moments in the game so far is that non verbal agreement everyone has in character select to all play light and mess around for a match. You know in that moment everyone in the lobby is sharing the same brain cell. Those are good lobbies
They should just make the stun gun a projectile instead of hit scan. Make it a skill shot that you have to lead to get the stun. Stun guns in real life have two prongs (or some shit idk lol) that come out. Maybe have it like that and it’ll also be great for skill ceiling and expression. Give it a charge up that makes a high pitch wind up sound that can give the enemy an audio cue that they’re gonna get stunned. Have it to where the longer you hold the charge the longer you’ll be stunned, so if you want to get a quick stun just click and if you want a full stun effect you hold it. It can balance out the helpless feeling you get when you’re stunned and gives you a chance to out play it.
@@Appoh Sorry should of been more specific my *Reddit Hot Take* lol. Awesome video though man, one of the few creators that I watch from start to finish.
Honorable mention for my favorite Season 4 thing: the Medic outfit in the battle pass! I love my defibrillator and healing beam, I can't help it. Another thing: that ISEUL-T Famas skin looked VERY good on your stream, so I think I'll be supporting them this season! Easily my favorite part going into this though, has to be the increased attention being paid to The Finals' story. I love the themes that they're working with and, in a few videos I've seen that have gone through the Sponsorship tracks, it seems like the descriptions for a lot of the items we unlock have some fun jabs at the different companies we'll sign under. Some feel pretty dystopian, especially the ads we saw for Holtow and Engimo, and they all remind me--more than any other season so far--of the 1975 film Rollerball, from which The Finals seems to take some inspiration, especially in how these corporations interact with The Finals, which is clearly the most popular form of entertainment or sport in the story. God I'm excited!
I really like the idea of giving the stun to the heavy. The fact of the matter is Light is just too bloated with all the weapons and gadgets they get. They get to do it all essentially, and the only drawback is that they have less health. Hard CC is also a tough thing to balance in a shooter, you can take it really hard one way like overwatch where it's essentially just a CC battle until a team gets a pick and capitalize on it. Or you can do no CC like Halo and rely on ammo management, melee, and movement. For stun gun to feel better or not as oppressive, I think the duration should still be lower at max length. It should be 1.5s, it should be a tool stop steals and revives. Another way stun can be less oppressive is allow the APS to snag the charge out of the air, so you at least have some form of counter. It's still kinda wild that Light was the only class to ship with hard CC and have it all the way up to season 3 when winch was added. IMO, every class should have a CC option, if we give heavy the stun gun light would need something else I think just a straight up slow/cripple would fit that hit and run/ isolate playstyle more maybe have a goo trap that locks you into place for 2-2.5s you're still able to turn/crouch/ADS slowly strafe so your not a free kill. For medium, I'd give them an airburst launcher that can knock around players and cashout/ boxes and barrels, 2 charges from a launcher, it knocks you back 2-3m. That gives medium a way to stop people from stealing and reviving, and it could be another movement tool as well. All in all this season looks like a return to form for The Finals. Hopefully this season has more going for it, would really love to see mini events throughout the season not just community events but stuff like the Easter event and the cowboy one.
Amazing review of the new season, I feel like you were explaining every component of the new update in great detail, loved the initial part of the video about The Finals feeling more immersive, I feel like that's what got me into the game from the beginning!
Anytime someone talks about meta you can tell they never play powershift. We almost always have 4-5 people playing in our group, so we're almost exclusively powershift.
I would still never pick grenades or mines on heavy cuz it just does not provide value to the class. Both medium and light have movement gadgets/specs so it's fine to pick nades and mine on them, actually it gives them a lot of value for burst damage when starting a fight or just clearing out an area. But heavy is just a huge and slow-moving target, I genuinely can't see a heavy surviving a fight if they do not have at least 2 out of dome/barricade/goo nade/mesh shield/Goo gun and the last slot went to RPG for map destruction(the main selling point of heavy class and the only remaining option for destruction other than charge and slam after c4 got nerfed to the ground, I'm not a melee guy so I rule out hammer, not a fan of KS either) and burst damage punishing teams with bad positioning. I've occasionally gone with grav nade as well with winch or goo gun but this season heavy just had to be in your face to do something, otherwise it was just target practice. When season launched I replaced my goo gun flamethrower class to winch flamethrower and had fun with it for a while but in general I just stuck to medium akm healbeam for majority of this season as boring as it is cuz it was just the most reliable option present in game. All other weapons for medium felt bad(especially FCAR and CL-40), heavy had it's own problems and although I've had a lot of fun/success with lights this season, I just don't have the energy to play like a cracked out adhd kid destroying the lobby 24x7, especially not after coming back tired from work. Looking forward to S4, hoping for a better balance than whatever they did this season. Appoh said Heavy felt the most fun to play as till date so I do have hope for more fun in s4 hopefully making all classes viable/fun.
I feel like the 93R should have an akimbo option and next season I think light should get the aac honey badger to compete in longer ranges and it could Also fight the xp-54 meta or shift the meta a bit
ive used dagger pretty exclusively and just a few games away from level 6, holding heavy attack is gunna be a game changer. getting it to level 8 will be smooth sailing lol
I've been suggesting the same thing about the stun gun as you have, so I whole-heartedly agree that it would be much better fitting for the medium class, and it would solve the two main issues with the stun gun. The stun gun is mostly an annoyance because it is on the light class. It's a tool mainly used to make the enemy slower (alongside interrupt certain actions and prohibit the use of specializations), but light is already the class that can most easily close gaps and run away. It's the fastest in base speed and has the best movement abilities. On top of that, it has the highest DPS by a lot, so making your enemy stand still so you can hit headshots with an already high DPS weapon is just overkill for this class. On top of that, the class also has a stealth gadget, so you can be stunned by an enemy you're not even seeing. It's just not fitting for light to have this. On the other hand we have medium, who has 2 melee options but has the worst gap closers among the 3 classes. While the demat, jump pad and zipline do work in a sense, they're unreliable and even situational. A stun gun in medium's kit would especially benefit melee mediums as the perfect gap closer, since it wouldn't give the medium extra mobility, but would allow the medium to shut down the light's high movement capabilities, defend against heavy's charge and slam and counter melee in general. Not just that, but medium has so many unique and VERY useful gadgets that giving them the stun gun should decrease the pick rate of the gadget when compared to the light class. Most mediums will almost always run defib and either jump pad or zipline, which usually leaves 1 gadget slot that they'll have to pick between mines, goo, stun gun, APS, reshaper, etc. Imo this would overall decrease how many stun guns we see in the average match.
I said the same thing when he mentioned to move it over to another class. Medium has two useless melee weapons because they don’t have any chase potential. Stun gun would be so good for mediums that it might actually compete with defibs imo, at least if you’re running a melee build anyway. Either way, medium desperately needs a gadget or specialisation that allows for the use of melee weapons.
Hopefully the gateway nerf is a bug, being able to do things like throw player statues through, portal the box, and remotely deliver grenades gave light a lot of creativity in plays. It would be sad to see that go.
@@sharpshooter3858It's a sniper rifle, not a shotgun. If anything they should nerf the hipfire to give it some better damage instead. Considering the hitscan removal and the Medium DMR, the Bolt Action will be severely outclassed for what it should dominate at: Long range. Don't get me wrong, the DMR os awesome and should stay as it is. But the sniper rifle should compete the longer ranges. Also to compensate for potentially one-tapping mediums, give it a focus mechanic, where it only deals full damage after being scoped in for a certain amount of time. Means quickscoping is less viable and significantly less oppressive.
@@kaifox431 thank you for the thought out and reasonable statement/opinion after further thought I have to say I agree with you and also I would like to say thank you for not throwing insults in a childish manner as I see so many other people do👍
@@sharpshooter3858 Glad some people seem to agree! And no, I'm not some dickhead online. I know how to propose decent balance change. Deagles could use more recoil. Lowering their damage would feel less like Deagles, so that's out of the question increasing recoil makes them less consistent at mid to long range. DMR, maybe could do with lowering bodyshot damage but making it a 2x headshot multiplier. So bodyshot TTK would be less oppressive, but headshot ttk remains the same to reward accurate fire with a semi auto.
I’ve seen this suggestion a couple of times, but I totally agree with it; light should keep the stun gun, but it should only stun the enemy for as long as the player is holding down the trigger button, up to a certain amount of time. Now it can still be used by the light to quickly get in and stop a cash outsteal, but, in terms of combat, the light can’t stun and immediately switch back to their weapon for the kill. Instead, if they’re working as a team, they can stun the enemy and then their team can shoot the stunned enemy.
Or, it stuns for a pre-determined amount of time (5 seconds?) but the stun breaks earlier if the victim receives damage. This way you can choose to use the stun as a "get away" tool or use it as an offensive tool.
I never thought of this solution, but as a Stun Gun Hater, I would be stop being anti-stun gun because it becomes interesting instead of cheesy as hell.
Light is already such an underpowered class unless you're a literal god with it. I genuinly don't understand why people want to nerf light so much. Stun is honestly fine, I'd actually argue that it should glitch away gadgets too. I do think they can decrease the range to something like 6 to 8 meters, if not a bit less.
What I love about The Finals is the fact that it has small teams with medium sized maps and no "pay to play" class system. It feels fair and fun and I just hope they don't fuck up that element of the game.
If we move gadgets from light to other classes, then light will have even less oportunities to help the team, and it will only continue to drop their pick rate at higher levels.
i think this season helped light out a lot tbh, but even though i mained light s3 i dont think its fair light gets so many options. it's just a baseline we need to fix
As a casual demat main, the fact that it doesn't work consistently has been so ass. The sweatiest dmat mains might be able to memorize the specific spots it actually works as a workaround, but that's not really a solution. If they've done something to make it more consistently open a hole that the player can actually fit through (especially on Vegas for example), I'd say that's a massive improvement. I can't open+close a wall to escape if it takes all three charges just to get through the wall, or I can't even get through the wall in the first place. Hopefully they'll also quickly address any issues with closing holes after this change. I'm excited to try out these changes.
As a long time Dmat user on my medium build, it’d be nice with the new larger wall opening if your right click just became an undo button. As for buffing it, the only thing that be nice is if it went through like 1m or .5m distance infront of it, so that when you open a wall or something with stuff behind it, it gets rid of that too. Its hard to memorize which part of the flooring or walls on a map might have extra beams, or a bookcase or something. Things like that have gotten in the way of being able to make plays or an escape so often.
The issue with dematerializer was never the surface area that it removes, but rather the depth. Opening a floor and getting stuck on the little pipes on the roof of the room under you is what makes demat so inconsistent and keeps people like myself from using it. Keep the hole small, just let it also remove multiple layers that are directly touching in one charge
I'm interested to see how the scopes help the light class I remember season 2 where the double Lewis gun lazered light classes. I think they could buff the machine gun recoil since they added scopes now...
I’ve been playing Dematerializer since it released in season 2, and your two suggestions on how to buff if at 17:40 sound nice!! I thought your first suggestion to close up EVERY hole with a right click was a decent idea, but I sometimes WANT to keep a certain hole open. And if I make a hole that I NEED to close, then other hole that I made earlier I want to keep open closes. Meaning I have to use a third charge to make a new hole, and I feel like that’s just wasting charges. But the SECOND idea you had? Of every hole attached to the hole closing WITH it? Stellar idea!! Feels like it should be there from the start, in a way, type good!
For the stun gun, I feel that having it like a sleep dart from overwatch when you can't aim down sight and wait with it, like the old throwing knives, once you press the stun gun the bullet just goes and cooldown with it, it wouldn't change alot but at least people wouldn't be running in low elow games with it in hand, plus in low elow people don't react with a gadget they mostly react with shooting and dying.
The only I think i would like them doing is giving something totally different in every battle pass atleast 1 skin like in S2 it was glitch skin in S3 anime skin
About Stungun: Don't forget that it heavily fecks over melee, and that Embark introduced a lot of melee weapons that are basically unviable against Stun or some even in geenral, like dual sword or riotshield.
Not seeing enemies death icon when holding tab in S4 I think is huge to prevent third partying. At first I hated it but now I think it might be for the best for the health of the game.
Stun should go to medium and defib should go to light. The trade offs fight very well. Diving into a fight to defib a statue should be a huge risk and that fits light with their low health and mobility. Stun with medium would be very annoying to deal with if the med is using model but the med doesn't have the mobility to play around the stun that light class does. With the recent mine changes this would give medium an edge back up on defending a cash out rather than just placing mines
I love the weapons so far mediums rifle is pretty difficult to aim close up so it's pretty balanced the .50 akimbo are insane and I just really like the lights new shotgun
god im so happy demat got a buff to how big the holes are. i keep having to waste all my charges just to go through one wall on some maps like Vegas and Kyoto and its very unintuitive and annoying. hopefully i still get to manipulate it so i can make my tiny head angles but it would be better if that isn't a thing
Your content is hands down my favorite finals content, I love your positivity on the games future despite some of the rough patches and I’m excited to see you cover season 4 🫶
Also I think light isn't meta because light doesn't bring much to a team we need more team gadgets A few takes I have on light class Stim pistol - they should have a specialization that is kinda like docs stim pistol from r6 but instead of healing it gives them a speed boost and they can give their teammates the speed boost too giving light a more team based kit (which they need) and if the speed boost is too much it can be oversheild instead giving light over shield would be better for lights in fights bc they're a glass cannon class X ray vision/engineer perk from cod - lights can look through walls to see where a good entry spot would be, where mines are and where opponents are in that room this won't function like recon bc it won't ping/highlight people just give lights a better way to position and know their whereabouts and would work similar to thermal vision Removing cloak for some other specialization and buff vanishing bomb - my reasoning on this is because there's vanishing bomb which imo is more useful than cloak because you can make your teammates invisible the finals is a team game why not give light more of a team but still solo based gadgets Giving the grapple hook two uses - this makes grapple users less prone to dying after using their grapple hook or using it accidentally and will be better overall for grapple hook I highly think light should be our recon/stealthy, speedy, high DMG glass cannon class and bring info to the team so the team can clear out a room or know a good route to take and I 100% think they should've given light recon senses from the start and not medium because it benefits light the most bc they need that type of info to be a useful teammate
for the team the light has wall hacks, glitches and more destruction gadgets than the heavy (2 thermal and 3 C4) the potential is all there but it must be used (at the moment everyone uses vanish, stun and a grenade)
@@fortesque9506 i agree that light mains do need to use other gadgets but the ones we have (other than wall hackz, glitches, vanishing bomb and stun gun) aren't as good/useful as defib or dome shield or barricade heavies can easily do more destruction than a light so light just kinda meh also the thing light has that nobody else has is the stun gun. you can run glitch mines on medium motion sensors on heavy so there's really no reason to have light on a team besides stun gun to stop cashouts
@@fortesque9506 but with all that being said I just hope light class gets fixed to be a viable option in rank bc ATM light is just a run and gun and nothing else I'm tired of seeing triple medium and medium heavy teams it's getting to the point where they should just remove light and give lights gadgets to other people lights almost have 0 purpose in the finals
@@trixpinn4394 light is okay, but it's been since the closed beta that I think shield and healing are very good abilities but compared to the others they seem like they're from another game, as long as they exist they will be used unless they're in such bad shape that it's not an option and at that point you might as well remove them or something more broken like triple turret or invisible goes "meta" (the most broken metas are always the ones where things add up) one thing is for sure I wish they would find a good point with the feel and recoil of the guns and not change it
@@fortesque9506 the point I made was a bit of sarcasm it just feels like there's no need for a light in the finals the meta has been 3 mediums or 2 mediums and a heavy you rarely see lights in ranked
The AKM Nerf is just straight bizarre. The Mesh Shield Nerf, and the Explosive Mine Nerf (double nerf: 140->120 damage+carry1) with Glitch Mines being nerfed are going to open the door for melee and tazer spam to completely gut the introduction of newer players to the game. Stun mechanics are NOT fun. Neither is getting winched! I see the MOST people in casual modes leave after getting abused by stuns. I would have liked to see Explosive Mines stay at 2 carriable and original damage to offer an ALTERNATIVE PICK to the Glitch Mine. I have never used the heal beam, I find healing instead of shooting to be very boring so I've been running Demat since it was released: Escapes are going to be harder compounded by the lack of chase denial mines. With the size increase of demat, this will also mean you run the risk of accidentally giving the enemy the ability to walk straight into you, accidentally spleefing an entire enemy team onto you from above, or will most certainly make it easier to grief teammates when poking through ceilings intentionally or not. I think what really grinds my gears though is how Embark consistently shoves nerfs into everyone's faces. They do this in the form of adding diamond skins to freshly gutted weapons, or showing off things that are nerfed in trailers. The demat mine trick from above is a strategy I have perfected over the course of S2-S3 from both above AND below. It was incredibly fun tech that is now no longer doable. And yet they showed it off in the trailer as if to spit in my face. (Like they did with Nukes but quickly removed). It feels as though S4 is going to be all about melee, stuns and CnS. The moment Mesh falls to the wayside, this game will no longer be about steady positioning, and more about rapid drive-by picks facilitated by some one-sided movement bonuses that have even less restrictions now and gimmicks that hard counter the opponents movement all-together. This game shouldn't be about introducing a sheer amount of variety for the sake of greater appeal (which they've done with light). It should stick to it's core and very unique mode: Cashout with a destructive twist. Gimmicks that are impractical for "top tier" shouldn't dodge the threat of nerf if they outright overperform in casual settings. However, the comp scene is not the majority, and any business knows the minority is not the profitable. Both Casual and Comp should be considered when balancing things, not a limited perspective from either side as this will only lead to a constant disarray of balance issues.
@Aaronsplace unfortunately I did not get to playtest the update, but I've been seeking information like a rabid dog, and you're the first I've heard say the radius of a glitch mine has been increased. Reducing it to carrying one is a nerf, but increasing the radius is a buff in my opinion!
I don’t think you should start taking the light gadgets and giving then to heavy and medium, bc once you do that why would anyone play light, like imagine a heavy sledge with a stun gun, no way, the gadgets that light have are what makes it unique. Same with how medium has heals and heavy has destruction, we need a divide between the classes. What they need it to make new gadgets for the other classes.
I actually think giving stun to medium isn’t a bad idea at all. Medium needs something to make melee weapons viable. I also don’t think it ruins light’s identity to take stun away. Just like when they took recon grenades away from medium, that wasn’t bad either.
Stun should be reworked, to instead just be an interrupt, drop what they are carrying, stop a steal, stop a defib, mesh, etc... Make it so the person stunned can still only use their main weapon, but there is no slowdown, increased recoil, etc... I much prefer a rework, because no matter how you change it, being stunned always feels bad, but alternatively you could make it a charge up, kind of like the sword or the dagger. That way it's a more difficult skill shot.
Meta will forever be the comp that synergises the best and promotes teamwork, light will continue to fall short here as they don't have much stuff that can 1 benefit the team and 2 compete what the other two classes bring.
I love this game sm I gotta know ur opinion adding a role queue I think it would be really healthy for the game it would encourage team play people just running 3 mediums all turrets and mines making it feel like ur storming Normandy, but I especially think it would help people like me where you don’t have to have a meta team comp and you can’t main any weapon and any playstyle into high elo as long as your good with said gun. Kinda like overwatch where there is less viable. hero’s but you always see a couple of said heros in top 500. Only way I can think it would hurt the game is queue times
I wished that they improve the team showcase screen before a match and start adding more crowdcheer/announcer lines to better improve the overall immersiveness Having the same thing for a year probably got people bored
I don't agree that stun gun should be given to heavy or medium but I do agree that it needs a nerf since anytime I play light no matter if it's dash or cloak with any weapon I always have it equipped and have always had it equipped since S1. It's a lot like defib where I always have it on my medium class however defib was given some nerfs over time where stun gun hasn't really received huge nerfs and if they did they were reverted in some type of way like when you could use your ability when stunned that over nerfed it but changing it to only being able to use gadgets made it better. You're not really using it to secure a kill (good players will be communicating and will also turn and kill the light) but to just disrupt someone's movement so either they get separated from their team or their teammates have to peel back for them and also stopping a steal. It's more or less just something that's annoying like CC in any game. I would like to see stun gun get nerfed a bit so I'm more inclined to use other gadgets on my light classes.
I disagree, I think heavy has the worst gadgets. That’s why you only see dome shield, barricade, rpg all the time. There’s nothing else as good as those gadgets to pick from.
@@PrawnyBoy53 well, I actually think stun should be on medium. That way they can actually use melee weapons. But while those are strong gadgets for heavy, light definitely has the strongest lineup with the most effective variety of gadgets imo.
moving away stun from light is such a terrible idea. the one strength light has is its ability to disable other classes utility while also being able to reposition well. stun plays a huge role in disabling healing/shields in fights to allow your team to pick the most important player. light is already awful in high elo, taking away things will only make it worse. and i think its great that light has so many playstyles. instead of taking away stuff from light, they should add stuff to the other classes. i'm so sad piggy quit finals cuz it always felt like he was the only content creator who knew enough about light to a point where he always made good suggestions. all the rest u said sounds good though and i'm actually getting exited to play this game again while watching the background footage.
I just wish the weapons and equipment had some semblance of authenticity. Idiosyncrasies such as a 4" dagger in the back doing more damage than an anti-tank rocket to the head, 9x19's doing wildly different damage depending on the gun they're coming out of (in one case, doing more damage than 7.62 from an M60), bullets losing all their energy past 50m, all weapons having pitiful or no headshot multipliers, etc., shows Embark had no clue what they were doing when originally designing the game. They just added things to the game that they thought they were cool without any consideration of balance or what the role of they'd serve. Then to make everything competitive, they've had to detune all equipment, abilities, and weapons to the point where their performance is so detached from the real-life counterparts on which they're based that nothing makes any sense.
Let's talk about the real reason Season 4 will be the best season ever: THE TURTLE SHIELD I have never spent money on this game but the finally got me. Hats off to Embark lol Edit: I also really appreciate the addition of optics because I feel like I'll be able to use a bunch of weapons that I like the feel of, but didn't like the sights, such as the M11 and .357. And the opposite for the XP-54, which I don't prefer the scope on. Overall I think the change will broaden the amount of weapons people use, which I think is good!
Liked how with the dematerializer you could be sneaking now your obvious af when doing something. I would pull off steals because only one spot would open and close, even get a cheaky head glitch. That's how i would use it tho.
I’m not sure why we are nerfing the ak without buffing it somewhere else, the fcar is straight up a better option now that the mag size has been reduced.
I agree that some Tools just feel wrong at some classes For me the classes are like this Heavy: Defender/ Taking down Buildings Medium: Healer / Support Team with information or buff Ligjt: Movement/ Get the Kills to interupt Enemy Teamplay So for a few changes I would give Heavy: The Stun gun but changed. Heavy has all from High Damage to most Health so to get stunned by them is a 100% Death Sentence so I would say that in order for the stun gun to fire it has to be charged like the Throwing knife and would fire once full. It would benefit Heavy since they can halt an Assault but it would not be entirely a free kill since he needs to not only stay on target but also had to time it right befor the enemy goes behind cover. Medium: Give them the Tracking Darts They can not only buff Team mates but also provide important information. Maybe buff it a bit even. If a scanned Enemy dies it does one ping around them in a short radius once to check if there hiding more enemys at there location. Light: Give light the Junp pad from Medium. Mobility is to domain of the light. So i find it weard Light has no way to help others with mobility to. They have to lowest amound of health and almost no way to support a team. Its no surprise you dont see Light in the meta. So yea light needs to get the Pad. Not only to give others mobility but also as a extra mobility option. People need a good reason to want a light in there team and Movement is a good way to do that.
I think the stun gun should not last as long as it does. Reduce the time but like 30%. It's main purpose should be to stop cashout steals or get players to drop the cashbox.
@@Aaronsplacethe revolver might with the addition of optics, but you’re right. At the very least, it makes no sense why the 93r isn’t at least “viable” it should be a really strong gun theoretically. I definitely wish we saw some sillier loadouts though in higher elo like the cl-40 and mgl or dual blades.
@@Aaronsplace nah, if it’s easier to hit headshots, the revolver does more damage. Especially at closer ranges. But I guess we’ll have to wait and see cause the pike does look pretty strong.
I think stun gun is always going to be a nightmare to balance. It's just the worst to be on the receiving end of, I almost think it should be removed. I don't know if putting it on another class makes sense either
I think they should make it to where if you get defibed you can’t defib someone else for a certain amount of time. And I’m saying this as a medium main.
Oh also I think L should keep stun but maybe thermal bore or breach charges should be on medium, at the moment unless you get the CL40 you have no option for destruction on M.
@@capolean2902 I think you’re misunderstanding me. I’m saying after you get defibed (revived) you can’t use your defib on someone else for a certain amount of time even if you have a charge.
shouldnt stun gun just cause a glitch effect instead of a stun? could make it faster to handle & reload to compensate but the CC of the stun is unfun to use & get hit by so why keep it?
Thanks for being a consistent creator, looking forward to watching your content all season 4
@@ReJaggrd thank you! I appreciate the support ♡♡
This game is so under appreciated. Yes it has balance issues, yes the main game mode isn’t perfectly fair either, but it’s better and more fun than ANY other FPS out there, and Season 4 will be the highest point for the game we’ve ever seen.
Высшей точкой в 20 тысяч человек в первый день сезона. Да-да.
Yup but play it too much can get burned out I love the finals but man oh man this new season looks amazing I'm a bit sad about the dual blades they are fun too difficult to use
@ogre5175 As with any game, play it too much and you get burned out. That's why I only really play 2 Live Service games consistently, and then other games for my own sanity/enjoyment.
That said, this is the only Live Service game I've been able to play and not get mad at. So that's a plus lol.
Oh hey! I remember you, I'm not sure if you do since my name is different here but I was MTDrone, we played with someone named BoringBasil or something like that and he was a sledgehammer heavy, cool to see you here! Hope your games are Good
@@mtd_epic7759 Hey! Yes I remember you, we cooked.
They should make a change to the Anti-Gravity Cube where you can flip the gravity polarity up or down. If its down people in the AOE move slower and cant jump. It would bring great utility to this gadget.
CL-40 buff was well needed, It felt like throwing grocery store cheese samples at enemies, When I could 1 mag an enemy and even 1 mag 2 enemies at times with a magazine in most other Med weapons
Grocery store cheese samples 😂 that’s a good one
Thanks for that btw
Honestly, the features that this game has been able to add in a span of a year, from open beta to now, Feels like 2 years worth from other bigger studios.
I said this from the beginning, Embark is a very efficient studio, and live service games are a marathon. Every time they update the game in content and user experience, the quality compounds along with everything that came before.
I am STOKED to see how year 2 will look like!
That's because they have all the good dice devs that worked on bf 3 and 1. Extremely talented devs with a passion for making fun groundbreaking games
Definitely a strong showing by Embark. One of the first times seeing Reddit struggling to find something to complain abt
No specialization or gadgets, also weird nerfs?
@@arcanum3882honestly
@@arcanum3882No new specializations or gadgets is a lil disappointing but probably necessary if we ever want a decently balanced game as those are a big pain in the balancing department rn. Not sure what nerfs you’re referring to as weird-they actually cooked for once with the balance changes
@@Iykyk13 AK, mesh shield(ik it may be reverted), mines. I'm willing to wait and see how RPG and heal beam feel, the other nerfs listed no one was asking for
@@arcanum3882I think at least the glitch mine change was because they were really strong, so now you can’t just spam them everywhere.
And the explosive mine change is weird I guess but I suppose it’s so people don’t turn a corner, panic throw two at their feet, and one shot a light that’s chasing.
I never really comment on your videos, but I've been watching since season 1 and subbed more recently.
I have to say, the quality of your editing, the quality of your script or improv, and your eloquence us amazing. I look forward to your videos every time. Even when it's knowledge is already had about the game, I watch because the video is just such high quality.
One of my favorite moments in the game so far is that non verbal agreement everyone has in character select to all play light and mess around for a match. You know in that moment everyone in the lobby is sharing the same brain cell. Those are good lobbies
They should just make the stun gun a projectile instead of hit scan. Make it a skill shot that you have to lead to get the stun. Stun guns in real life have two prongs (or some shit idk lol) that come out. Maybe have it like that and it’ll also be great for skill ceiling and expression. Give it a charge up that makes a high pitch wind up sound that can give the enemy an audio cue that they’re gonna get stunned. Have it to where the longer you hold the charge the longer you’ll be stunned, so if you want to get a quick stun just click and if you want a full stun effect you hold it. It can balance out the helpless feeling you get when you’re stunned and gives you a chance to out play it.
Hot Take: I LOVE THE NEW MAP
not a hot take to me, i love it
@@Appoh Sorry should of been more specific my *Reddit Hot Take* lol. Awesome video though man, one of the few creators that I watch from start to finish.
@@HazedNConfused the goat hazed, when is the Deagle aim guide dropping?
@@fastdagger4005 lol I don't know, going to need a solid amount of time with the weapon first. However it is on the top of my list!
no way that's my grandpa in the thumbnail
Clickbait is real
Damn Noble is in the house!
LOL
Noble :3 ALSO JACKIE WELLES MENTIONED
@@julio1148 hi!
Honorable mention for my favorite Season 4 thing: the Medic outfit in the battle pass! I love my defibrillator and healing beam, I can't help it. Another thing: that ISEUL-T Famas skin looked VERY good on your stream, so I think I'll be supporting them this season! Easily my favorite part going into this though, has to be the increased attention being paid to The Finals' story. I love the themes that they're working with and, in a few videos I've seen that have gone through the Sponsorship tracks, it seems like the descriptions for a lot of the items we unlock have some fun jabs at the different companies we'll sign under. Some feel pretty dystopian, especially the ads we saw for Holtow and Engimo, and they all remind me--more than any other season so far--of the 1975 film Rollerball, from which The Finals seems to take some inspiration, especially in how these corporations interact with The Finals, which is clearly the most popular form of entertainment or sport in the story.
God I'm excited!
I really like the idea of giving the stun to the heavy. The fact of the matter is Light is just too bloated with all the weapons and gadgets they get. They get to do it all essentially, and the only drawback is that they have less health. Hard CC is also a tough thing to balance in a shooter, you can take it really hard one way like overwatch where it's essentially just a CC battle until a team gets a pick and capitalize on it. Or you can do no CC like Halo and rely on ammo management, melee, and movement. For stun gun to feel better or not as oppressive, I think the duration should still be lower at max length. It should be 1.5s, it should be a tool stop steals and revives. Another way stun can be less oppressive is allow the APS to snag the charge out of the air, so you at least have some form of counter. It's still kinda wild that Light was the only class to ship with hard CC and have it all the way up to season 3 when winch was added. IMO, every class should have a CC option, if we give heavy the stun gun light would need something else I think just a straight up slow/cripple would fit that hit and run/ isolate playstyle more maybe have a goo trap that locks you into place for 2-2.5s you're still able to turn/crouch/ADS slowly strafe so your not a free kill. For medium, I'd give them an airburst launcher that can knock around players and cashout/ boxes and barrels, 2 charges from a launcher, it knocks you back 2-3m. That gives medium a way to stop people from stealing and reviving, and it could be another movement tool as well. All in all this season looks like a return to form for The Finals. Hopefully this season has more going for it, would really love to see mini events throughout the season not just community events but stuff like the Easter event and the cowboy one.
Amazing review of the new season, I feel like you were explaining every component of the new update in great detail, loved the initial part of the video about The Finals feeling more immersive, I feel like that's what got me into the game from the beginning!
Anytime someone talks about meta you can tell they never play powershift. We almost always have 4-5 people playing in our group, so we're almost exclusively powershift.
PS IS FUN
I would still never pick grenades or mines on heavy cuz it just does not provide value to the class. Both medium and light have movement gadgets/specs so it's fine to pick nades and mine on them, actually it gives them a lot of value for burst damage when starting a fight or just clearing out an area. But heavy is just a huge and slow-moving target, I genuinely can't see a heavy surviving a fight if they do not have at least 2 out of dome/barricade/goo nade/mesh shield/Goo gun and the last slot went to RPG for map destruction(the main selling point of heavy class and the only remaining option for destruction other than charge and slam after c4 got nerfed to the ground, I'm not a melee guy so I rule out hammer, not a fan of KS either) and burst damage punishing teams with bad positioning. I've occasionally gone with grav nade as well with winch or goo gun but this season heavy just had to be in your face to do something, otherwise it was just target practice. When season launched I replaced my goo gun flamethrower class to winch flamethrower and had fun with it for a while but in general I just stuck to medium akm healbeam for majority of this season as boring as it is cuz it was just the most reliable option present in game. All other weapons for medium felt bad(especially FCAR and CL-40), heavy had it's own problems and although I've had a lot of fun/success with lights this season, I just don't have the energy to play like a cracked out adhd kid destroying the lobby 24x7, especially not after coming back tired from work.
Looking forward to S4, hoping for a better balance than whatever they did this season. Appoh said Heavy felt the most fun to play as till date so I do have hope for more fun in s4 hopefully making all classes viable/fun.
DO NOT GIVE THE STUN GUN TO HEAVY, imagine getting stunned and then sledged/flamethrowered etc, it would be worse than Season 1 DB Invis + Stun
As a sledge heavy main now I want stun for the heavy hahaha
Yeah, hook + stun + rightclick sledgehammer is definitely death sentence for light and medium.
I feel like the 93R should have an akimbo option and next season I think light should get the aac honey badger to compete in longer ranges and it could Also fight the xp-54 meta or shift the meta a bit
I really hope gateway was a bugged. I'll understand if the vault can't go through, but I hope everything else can.
ive used dagger pretty exclusively and just a few games away from level 6, holding heavy attack is gunna be a game changer. getting it to level 8 will be smooth sailing lol
I've been suggesting the same thing about the stun gun as you have, so I whole-heartedly agree that it would be much better fitting for the medium class, and it would solve the two main issues with the stun gun.
The stun gun is mostly an annoyance because it is on the light class. It's a tool mainly used to make the enemy slower (alongside interrupt certain actions and prohibit the use of specializations), but light is already the class that can most easily close gaps and run away. It's the fastest in base speed and has the best movement abilities. On top of that, it has the highest DPS by a lot, so making your enemy stand still so you can hit headshots with an already high DPS weapon is just overkill for this class. On top of that, the class also has a stealth gadget, so you can be stunned by an enemy you're not even seeing. It's just not fitting for light to have this.
On the other hand we have medium, who has 2 melee options but has the worst gap closers among the 3 classes. While the demat, jump pad and zipline do work in a sense, they're unreliable and even situational. A stun gun in medium's kit would especially benefit melee mediums as the perfect gap closer, since it wouldn't give the medium extra mobility, but would allow the medium to shut down the light's high movement capabilities, defend against heavy's charge and slam and counter melee in general. Not just that, but medium has so many unique and VERY useful gadgets that giving them the stun gun should decrease the pick rate of the gadget when compared to the light class. Most mediums will almost always run defib and either jump pad or zipline, which usually leaves 1 gadget slot that they'll have to pick between mines, goo, stun gun, APS, reshaper, etc. Imo this would overall decrease how many stun guns we see in the average match.
I said the same thing when he mentioned to move it over to another class. Medium has two useless melee weapons because they don’t have any chase potential. Stun gun would be so good for mediums that it might actually compete with defibs imo, at least if you’re running a melee build anyway.
Either way, medium desperately needs a gadget or specialisation that allows for the use of melee weapons.
I’m so unbelievably excited for S4, THE FINALS IS BACK 🐢
Yesssirrr!!
Hopefully the gateway nerf is a bug, being able to do things like throw player statues through, portal the box, and remotely deliver grenades gave light a lot of creativity in plays. It would be sad to see that go.
I agree and I hope they buff sniper hip fire lol
@@sharpshooter3858It's a sniper rifle, not a shotgun. If anything they should nerf the hipfire to give it some better damage instead. Considering the hitscan removal and the Medium DMR, the Bolt Action will be severely outclassed for what it should dominate at: Long range.
Don't get me wrong, the DMR os awesome and should stay as it is. But the sniper rifle should compete the longer ranges. Also to compensate for potentially one-tapping mediums, give it a focus mechanic, where it only deals full damage after being scoped in for a certain amount of time. Means quickscoping is less viable and significantly less oppressive.
@@kaifox431 thank you for the thought out and reasonable statement/opinion after further thought I have to say I agree with you and also I would like to say thank you for not throwing insults in a childish manner as I see so many other people do👍
@@sharpshooter3858 Glad some people seem to agree! And no, I'm not some dickhead online. I know how to propose decent balance change. Deagles could use more recoil. Lowering their damage would feel less like Deagles, so that's out of the question increasing recoil makes them less consistent at mid to long range. DMR, maybe could do with lowering bodyshot damage but making it a 2x headshot multiplier. So bodyshot TTK would be less oppressive, but headshot ttk remains the same to reward accurate fire with a semi auto.
I’ve seen this suggestion a couple of times, but I totally agree with it; light should keep the stun gun, but it should only stun the enemy for as long as the player is holding down the trigger button, up to a certain amount of time.
Now it can still be used by the light to quickly get in and stop a cash outsteal, but, in terms of combat, the light can’t stun and immediately switch back to their weapon for the kill. Instead, if they’re working as a team, they can stun the enemy and then their team can shoot the stunned enemy.
Or, it stuns for a pre-determined amount of time (5 seconds?) but the stun breaks earlier if the victim receives damage. This way you can choose to use the stun as a "get away" tool or use it as an offensive tool.
I never thought of this solution, but as a Stun Gun Hater, I would be stop being anti-stun gun because it becomes interesting instead of cheesy as hell.
@@alexanderkempf9828wow thats genuinely a great idea
100% agree, if it is going to stay in the game as a “stun and mag dump for a free kill” it needs a longer CD
Light is already such an underpowered class unless you're a literal god with it. I genuinly don't understand why people want to nerf light so much. Stun is honestly fine, I'd actually argue that it should glitch away gadgets too. I do think they can decrease the range to something like 6 to 8 meters, if not a bit less.
They really need to hit the shield hard. Imo it should have to recharge to full based on damage taken.
13:32 i used to alternate between CL-40 and sword back in season 1 and I can’t tell you how happy I felt to see those damage numbers in heavy.
What I love about The Finals is the fact that it has small teams with medium sized maps and no "pay to play" class system. It feels fair and fun and I just hope they don't fuck up that element of the game.
Wow, super comprehensive! Thanks for taking the time.
If we move gadgets from light to other classes, then light will have even less oportunities to help the team, and it will only continue to drop their pick rate at higher levels.
i think this season helped light out a lot tbh, but even though i mained light s3 i dont think its fair light gets so many options. it's just a baseline we need to fix
The thing is I don’t think stun gun is a team utility weapon other than stopping steals with it. Normally you just stun and kill by yourself.
@@Zlittlepenguin recon and breach utility are quite helpful for the team though
@@julio1148 yeah I think the only one I would want moved is stun though. I’m fine with light keeping recon and breach and stuff.
@@Zlittlepenguin i was actually thinking, what if heavy and medium get some sory of stun mine? It would go specially well with medium
As a casual demat main, the fact that it doesn't work consistently has been so ass. The sweatiest dmat mains might be able to memorize the specific spots it actually works as a workaround, but that's not really a solution. If they've done something to make it more consistently open a hole that the player can actually fit through (especially on Vegas for example), I'd say that's a massive improvement. I can't open+close a wall to escape if it takes all three charges just to get through the wall, or I can't even get through the wall in the first place. Hopefully they'll also quickly address any issues with closing holes after this change. I'm excited to try out these changes.
As a long time Dmat user on my medium build, it’d be nice with the new larger wall opening if your right click just became an undo button. As for buffing it, the only thing that be nice is if it went through like 1m or .5m distance infront of it, so that when you open a wall or something with stuff behind it, it gets rid of that too. Its hard to memorize which part of the flooring or walls on a map might have extra beams, or a bookcase or something. Things like that have gotten in the way of being able to make plays or an escape so often.
The artificial sponsors are so cool.
The Engimo commercial and Holtow alien insurance bring a vibe to this game.
blessed yappoh upload
my fav ❤
The issue with dematerializer was never the surface area that it removes, but rather the depth. Opening a floor and getting stuck on the little pipes on the roof of the room under you is what makes demat so inconsistent and keeps people like myself from using it. Keep the hole small, just let it also remove multiple layers that are directly touching in one charge
yeah, it almost removes the key way I would play it, by peeking corners into rooms, now you just open a portal to get lasered though.
@@fastdagger4005 The area mark can hit things through walls so no more getting stuck on pipes.
I'm interested to see how the scopes help the light class
I remember season 2 where the double Lewis gun lazered light classes.
I think they could buff the machine gun recoil since they added scopes now...
I’ve been playing Dematerializer since it released in season 2, and your two suggestions on how to buff if at 17:40 sound nice!! I thought your first suggestion to close up EVERY hole with a right click was a decent idea, but I sometimes WANT to keep a certain hole open. And if I make a hole that I NEED to close, then other hole that I made earlier I want to keep open closes. Meaning I have to use a third charge to make a new hole, and I feel like that’s just wasting charges.
But the SECOND idea you had? Of every hole attached to the hole closing WITH it? Stellar idea!! Feels like it should be there from the start, in a way, type good!
For the stun gun, I feel that having it like a sleep dart from overwatch when you can't aim down sight and wait with it, like the old throwing knives, once you press the stun gun the bullet just goes and cooldown with it, it wouldn't change alot but at least people wouldn't be running in low elow games with it in hand, plus in low elow people don't react with a gadget they mostly react with shooting and dying.
thank you so much for making this video man. deserves way more views. great content
The mesh change was overkill
it wont go live from what ive heard so dw
The only I think i would like them doing is giving something totally different in every battle pass atleast 1 skin like in S2 it was glitch skin in S3 anime skin
About Stungun: Don't forget that it heavily fecks over melee, and that Embark introduced a lot of melee weapons that are basically unviable against Stun or some even in geenral, like dual sword or riotshield.
Demat change is a nerf. Having 3 small holes near each other is far superior than massive holes that take up entire ceilings
Not seeing enemies death icon when holding tab in S4 I think is huge to prevent third partying. At first I hated it but now I think it might be for the best for the health of the game.
Stun should go to medium and defib should go to light. The trade offs fight very well. Diving into a fight to defib a statue should be a huge risk and that fits light with their low health and mobility. Stun with medium would be very annoying to deal with if the med is using model but the med doesn't have the mobility to play around the stun that light class does. With the recent mine changes this would give medium an edge back up on defending a cash out rather than just placing mines
I love the weapons so far mediums rifle is pretty difficult to aim close up so it's pretty balanced the .50 akimbo are insane and I just really like the lights new shotgun
5:32 straight out of a movie scene.
god im so happy demat got a buff to how big the holes are. i keep having to waste all my charges just to go through one wall on some maps like Vegas and Kyoto and its very unintuitive and annoying. hopefully i still get to manipulate it so i can make my tiny head angles but it would be better if that isn't a thing
Season 4 definitely boutta be the best one yet
In season 5 we should get 2 gadgets for medium, 2 for heavy and just reworking some of the light's arsenal. That way everyone is even.
Your content is hands down my favorite finals content, I love your positivity on the games future despite some of the rough patches and I’m excited to see you cover season 4 🫶
As one tf2 youtube4 once said "solely relying on one gimmick or playstyle is bound to form bad habits"
Also I think light isn't meta because light doesn't bring much to a team we need more team gadgets
A few takes I have on light class
Stim pistol
- they should have a specialization that is kinda like docs stim pistol from r6 but instead of healing it gives them a speed boost and they can give their teammates the speed boost too giving light a more team based kit (which they need) and if the speed boost is too much it can be oversheild instead giving light over shield would be better for lights in fights bc they're a glass cannon class
X ray vision/engineer perk from cod
- lights can look through walls to see where a good entry spot would be, where mines are and where opponents are in that room this won't function like recon bc it won't ping/highlight people just give lights a better way to position and know their whereabouts and would work similar to thermal vision
Removing cloak for some other specialization and buff vanishing bomb
- my reasoning on this is because there's vanishing bomb which imo is more useful than cloak because you can make your teammates invisible the finals is a team game why not give light more of a team but still solo based gadgets
Giving the grapple hook two uses
- this makes grapple users less prone to dying after using their grapple hook or using it accidentally and will be better overall for grapple hook
I highly think light should be our recon/stealthy, speedy, high DMG glass cannon class and bring info to the team so the team can clear out a room or know a good route to take and I 100% think they should've given light recon senses from the start and not medium because it benefits light the most bc they need that type of info to be a useful teammate
for the team the light has wall hacks, glitches and more destruction gadgets than the heavy (2 thermal and 3 C4) the potential is all there but it must be used (at the moment everyone uses vanish, stun and a grenade)
@@fortesque9506 i agree that light mains do need to use other gadgets but the ones we have (other than wall hackz, glitches, vanishing bomb and stun gun) aren't as good/useful as defib or dome shield or barricade heavies can easily do more destruction than a light so light just kinda meh also the thing light has that nobody else has is the stun gun. you can run glitch mines on medium motion sensors on heavy so there's really no reason to have light on a team besides stun gun to stop cashouts
@@fortesque9506 but with all that being said I just hope light class gets fixed to be a viable option in rank bc ATM light is just a run and gun and nothing else I'm tired of seeing triple medium and medium heavy teams it's getting to the point where they should just remove light and give lights gadgets to other people lights almost have 0 purpose in the finals
@@trixpinn4394 light is okay, but it's been since the closed beta that I think shield and healing are very good abilities but compared to the others they seem like they're from another game, as long as they exist they will be used unless they're in such bad shape that it's not an option and at that point you might as well remove them or something more broken like triple turret or invisible goes "meta" (the most broken metas are always the ones where things add up)
one thing is for sure I wish they would find a good point with the feel and recoil of the guns and not change it
@@fortesque9506 the point I made was a bit of sarcasm it just feels like there's no need for a light in the finals the meta has been 3 mediums or 2 mediums and a heavy you rarely see lights in ranked
oh my god, moving tazer to heavy is great because it compensates for heavy's slow mobility
The AKM Nerf is just straight bizarre. The Mesh Shield Nerf, and the Explosive Mine Nerf (double nerf: 140->120 damage+carry1) with Glitch Mines being nerfed are going to open the door for melee and tazer spam to completely gut the introduction of newer players to the game. Stun mechanics are NOT fun. Neither is getting winched! I see the MOST people in casual modes leave after getting abused by stuns.
I would have liked to see Explosive Mines stay at 2 carriable and original damage to offer an ALTERNATIVE PICK to the Glitch Mine.
I have never used the heal beam, I find healing instead of shooting to be very boring so I've been running Demat since it was released:
Escapes are going to be harder compounded by the lack of chase denial mines. With the size increase of demat, this will also mean you run the risk of accidentally giving the enemy the ability to walk straight into you, accidentally spleefing an entire enemy team onto you from above, or will most certainly make it easier to grief teammates when poking through ceilings intentionally or not.
I think what really grinds my gears though is how Embark consistently shoves nerfs into everyone's faces. They do this in the form of adding diamond skins to freshly gutted weapons, or showing off things that are nerfed in trailers. The demat mine trick from above is a strategy I have perfected over the course of S2-S3 from both above AND below. It was incredibly fun tech that is now no longer doable. And yet they showed it off in the trailer as if to spit in my face. (Like they did with Nukes but quickly removed).
It feels as though S4 is going to be all about melee, stuns and CnS. The moment Mesh falls to the wayside, this game will no longer be about steady positioning, and more about rapid drive-by picks facilitated by some one-sided movement bonuses that have even less restrictions now and gimmicks that hard counter the opponents movement all-together.
This game shouldn't be about introducing a sheer amount of variety for the sake of greater appeal (which they've done with light). It should stick to it's core and very unique mode: Cashout with a destructive twist. Gimmicks that are impractical for "top tier" shouldn't dodge the threat of nerf if they outright overperform in casual settings. However, the comp scene is not the majority, and any business knows the minority is not the profitable. Both Casual and Comp should be considered when balancing things, not a limited perspective from either side as this will only lead to a constant disarray of balance issues.
The glitch mine change felt a lot better to me play testing it tbh ya you get 1 but the radius is HUGE now basically effects anyone in the room
@Aaronsplace unfortunately I did not get to playtest the update, but I've been seeking information like a rabid dog, and you're the first I've heard say the radius of a glitch mine has been increased. Reducing it to carrying one is a nerf, but increasing the radius is a buff in my opinion!
@@explosivedeerradius of trigger for both mines as well as I believe both explo and glitch getting greater aoe
Favorite part will be the knives/dagger changes, and being able to use iron sights on weapons that I couldn't before.
It was AWESOME getting Teamed with . Nice work with the 🎯Bow SEASON 4 incoming lets gooooo
Thanks for the preview breakdown👍, I was wondering do you know if there will be rewards for World Tour in season 4?
I don’t think you should start taking the light gadgets and giving then to heavy and medium, bc once you do that why would anyone play light, like imagine a heavy sledge with a stun gun, no way, the gadgets that light have are what makes it unique. Same with how medium has heals and heavy has destruction, we need a divide between the classes. What they need it to make new gadgets for the other classes.
I actually think giving stun to medium isn’t a bad idea at all. Medium needs something to make melee weapons viable. I also don’t think it ruins light’s identity to take stun away. Just like when they took recon grenades away from medium, that wasn’t bad either.
strongest season was OB and closed betas when rocket launcher could almost one shot a medium and stuff like that xD
Stun should be reworked, to instead just be an interrupt, drop what they are carrying, stop a steal, stop a defib, mesh, etc... Make it so the person stunned can still only use their main weapon, but there is no slowdown, increased recoil, etc...
I much prefer a rework, because no matter how you change it, being stunned always feels bad, but alternatively you could make it a charge up, kind of like the sword or the dagger. That way it's a more difficult skill shot.
Wish they would add Vegas to power shift
they did
Digging the jazz music in the background 👌🏽
The mega buffed data reshaper is gonna be a game changer for me personally
I agree, it’s a slept-on gadget.
Meta will forever be the comp that synergises the best and promotes teamwork, light will continue to fall short here as they don't have much stuff that can 1 benefit the team and 2 compete what the other two classes bring.
They should 100% keep the gateway being able to throw objects through it JUST NOT THE CASH OUT, easy fix
I love this game sm I gotta know ur opinion adding a role queue I think it would be really healthy for the game it would encourage team play people just running 3 mediums all turrets and mines making it feel like ur storming Normandy, but I especially think it would help people like me where you don’t have to have a meta team comp and you can’t main any weapon and any playstyle into high elo as long as your good with said gun. Kinda like overwatch where there is less viable. hero’s but you always see a couple of said heros in top 500. Only way I can think it would hurt the game is queue times
I wished that they improve the team showcase screen before a match and start adding more crowdcheer/announcer lines to better improve the overall immersiveness
Having the same thing for a year probably got people bored
Most underrated Fps of all time . Great video
Great video, but was that adorable turtle toy thingy at the beginning?! I badly need one hahaha.
love the finals
I don't agree that stun gun should be given to heavy or medium but I do agree that it needs a nerf since anytime I play light no matter if it's dash or cloak with any weapon I always have it equipped and have always had it equipped since S1. It's a lot like defib where I always have it on my medium class however defib was given some nerfs over time where stun gun hasn't really received huge nerfs and if they did they were reverted in some type of way like when you could use your ability when stunned that over nerfed it but changing it to only being able to use gadgets made it better. You're not really using it to secure a kill (good players will be communicating and will also turn and kill the light) but to just disrupt someone's movement so either they get separated from their team or their teammates have to peel back for them and also stopping a steal. It's more or less just something that's annoying like CC in any game. I would like to see stun gun get nerfed a bit so I'm more inclined to use other gadgets on my light classes.
Deeper lore would give this game so much life!
i hope the mesh doesn’t change i think it’s balanced rn. mesh is enough to save a team not too much to be overkill
A heavy with stun would be a goddamn nightmare man😭🙏
I was with you till you said stun on heavy. That’s a wild take considering heavy has the best gadgets outside of defib. Gateway nerf is undeserved.
I disagree, I think heavy has the worst gadgets. That’s why you only see dome shield, barricade, rpg all the time. There’s nothing else as good as those gadgets to pick from.
@@Zlittlepenguin right but those are the best gadgets simultaneously. Plus stun on heavy just makes no thematic sense.
@@PrawnyBoy53 well, I actually think stun should be on medium. That way they can actually use melee weapons. But while those are strong gadgets for heavy, light definitely has the strongest lineup with the most effective variety of gadgets imo.
@@Zlittlepenguin light has the most options but most of them are getting nerfed and the unique ones still aren’t groundbreaking.
So hyped you can hold the dagger again.
moving away stun from light is such a terrible idea. the one strength light has is its ability to disable other classes utility while also being able to reposition well. stun plays a huge role in disabling healing/shields in fights to allow your team to pick the most important player. light is already awful in high elo, taking away things will only make it worse. and i think its great that light has so many playstyles. instead of taking away stuff from light, they should add stuff to the other classes.
i'm so sad piggy quit finals cuz it always felt like he was the only content creator who knew enough about light to a point where he always made good suggestions.
all the rest u said sounds good though and i'm actually getting exited to play this game again while watching the background footage.
Hello! Love your videos! Do you know if the deagle is a tap or can you hold M1 for continuous fire???
tap
@@Appoh😢 sad controller player noises
I just wish the weapons and equipment had some semblance of authenticity. Idiosyncrasies such as a 4" dagger in the back doing more damage than an anti-tank rocket to the head, 9x19's doing wildly different damage depending on the gun they're coming out of (in one case, doing more damage than 7.62 from an M60), bullets losing all their energy past 50m, all weapons having pitiful or no headshot multipliers, etc., shows Embark had no clue what they were doing when originally designing the game. They just added things to the game that they thought they were cool without any consideration of balance or what the role of they'd serve. Then to make everything competitive, they've had to detune all equipment, abilities, and weapons to the point where their performance is so detached from the real-life counterparts on which they're based that nothing makes any sense.
A good cl40 player is an artist, strategian and a mathematician at the same time. I applaud them.
CL40 is the least skillful gun in the game lol
@@Clamden_Baker least based light player
@@fastdagger4005 nah don’t mix me up with one of them
@Clamden_Baker I thought that was the hit scan sniper getting it's well deserved nerf?
The rpg nerf makes me sad, rpg is heavy at this point for me. 100 damage? Damn….
But fwiw this the best rundown of season 4 that I’ve seen.
Let's talk about the real reason Season 4 will be the best season ever: THE TURTLE SHIELD
I have never spent money on this game but the finally got me. Hats off to Embark lol
Edit: I also really appreciate the addition of optics because I feel like I'll be able to use a bunch of weapons that I like the feel of, but didn't like the sights, such as the M11 and .357. And the opposite for the XP-54, which I don't prefer the scope on. Overall I think the change will broaden the amount of weapons people use, which I think is good!
Liked how with the dematerializer you could be sneaking now your obvious af when doing something. I would pull off steals because only one spot would open and close, even get a cheaky head glitch. That's how i would use it tho.
Amazing video as always Appoh you're the best at getting info from 🙌
What about stockpiling an entire stash of ICBMs with that extra reshaper charge? (Red cans go boom boom boom boom boom boom)
I’m not sure why we are nerfing the ak without buffing it somewhere else, the fcar is straight up a better option now that the mag size has been reduced.
I agree that some Tools just feel wrong at some classes
For me the classes are like this
Heavy: Defender/ Taking down Buildings
Medium: Healer / Support Team with information or buff
Ligjt: Movement/ Get the Kills to interupt Enemy Teamplay
So for a few changes I would give
Heavy: The Stun gun but changed. Heavy has all from High Damage to most Health so to get stunned by them is a 100% Death Sentence so I would say that in order for the stun gun to fire it has to be charged like the Throwing knife and would fire once full.
It would benefit Heavy since they can halt an Assault but it would not be entirely a free kill since he needs to not only stay on target but also had to time it right befor the enemy goes behind cover.
Medium:
Give them the Tracking Darts
They can not only buff Team mates but also provide important information.
Maybe buff it a bit even.
If a scanned Enemy dies it does one ping around them in a short radius once to check if there hiding more enemys at there location.
Light: Give light the Junp pad from Medium.
Mobility is to domain of the light. So i find it weard Light has no way to help others with mobility to.
They have to lowest amound of health and almost no way to support a team. Its no surprise you dont see Light in the meta.
So yea light needs to get the Pad. Not only to give others mobility but also as a extra mobility option.
People need a good reason to want a light in there team and Movement is a good way to do that.
I think the stun gun should not last as long as it does. Reduce the time but like 30%. It's main purpose should be to stop cashout steals or get players to drop the cashbox.
i'd be down for duration nerf
had me thinking i had a friend named Frog and I jumped to Accept... 4:38
Honestly I think stun is good enough rn, maybe increase the recharge time and its fine
Crazy that we are already at season 4
The biggest problem with s4 so far is the optimization issues and not bringing low tier weapons up imo
they did bring low tier weps up
@@Appoh i dont think dual blades, riot shield, 93r, revolver, ks23 or mgl are going to be seen competitively without further changes
@@Aaronsplacethe revolver might with the addition of optics, but you’re right. At the very least, it makes no sense why the 93r isn’t at least “viable” it should be a really strong gun theoretically. I definitely wish we saw some sillier loadouts though in higher elo like the cl-40 and mgl or dual blades.
@@Zlittlepenguin i feel like the iron sighted pike just does everything the revolver does better
@@Aaronsplace nah, if it’s easier to hit headshots, the revolver does more damage. Especially at closer ranges. But I guess we’ll have to wait and see cause the pike does look pretty strong.
I think stun gun is always going to be a nightmare to balance. It's just the worst to be on the receiving end of, I almost think it should be removed. I don't know if putting it on another class makes sense either
What if the heavy’s could carry the cash out🤔
Riot shield is now 4 hits on heavy instead of 4 and quick melee
I think they should make it to where if you get defibed you can’t defib someone else for a certain amount of time. And I’m saying this as a medium main.
Oh also I think L should keep stun but maybe thermal bore or breach charges should be on medium, at the moment unless you get the CL40 you have no option for destruction on M.
so regular defib time lol
@@capolean2902 what do you mean?
@@jarvostudios well u said it should be a certain amount of time before u get another defib, but that’s already a thing.
@@capolean2902 I think you’re misunderstanding me. I’m saying after you get defibed (revived) you can’t use your defib on someone else for a certain amount of time even if you have a charge.
shouldnt stun gun just cause a glitch effect instead of a stun? could make it faster to handle & reload to compensate but the CC of the stun is unfun to use & get hit by so why keep it?
They should have nerfed RPG to 50-75 and give it a higher flight speed, or bigger destruction radius, or 2 charges
I've said this before and il say it again and il say it again we really need splatoon splatfest style sponsor clashes
What if world tour rotated between gamemodes? I think it seems weird that WT and Ranked Tournament are both gonna co-exist and have diamond rewards.