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The Finals, why the community is buzzing again with the Season 10 updateAn in-depth analysis of the changes in The Finals Season 10 and the new 'Reset Order 2.0' update. This includes interesting prospects on how this update will affect casual players and the future direction of the game.
1. 🎮 Sharing Season 10 Experience & Introducing the 'Reset Order 2.0' Update
· Starts the communication by asking viewers about their Season 10 experience. Asks for opinions on the initial fun, current changes, and whether they are playing.
· Personally, mentions that while the early season was enjoyable, the fun tends to decrease in the latter half due to increased matchmaking competition.
· Introduces the main topic of the video, the 'Reset Order 2.0' update, explaining that it's a readjustment of existing changes.
· States that this analysis will focus on the overall changes and their impact on casual gamers, rather than being purely negative.
· Emphasizes that the changes will be examined from the perspective of general players, especially casual gamers who log in to enjoy the game, rather than the esports meta.
· Personally, mentions that while the early season was enjoyable, the fun tends to decrease in the latter half due to increased matchmaking competition.
· Introduces the main topic of the video, the 'Reset Order 2.0' update, explaining that it's a readjustment of existing changes.
· States that this analysis will focus on the overall changes and their impact on casual gamers, rather than being purely negative.
· Emphasizes that the changes will be examined from the perspective of general players, especially casual gamers who log in to enjoy the game, rather than the esports meta.
00:21 - 01:41
1. 🎮 Sharing Season 10 Experience & Introducing the 'Reset Order 2.0' Update
· Starts the communication by asking viewers about their Season 10 experience. Asks for opinions on the initial fun, current changes, and whether they are playing.
· Personally, mentions that while the early season was enjoyable, the fun tends to decrease in the latter half due to increased matchmaking competition.
· Introduces the main topic of the video, the 'Reset Order 2.0' update, explaining that it's a readjustment of existing changes.
· States that this analysis will focus on the overall changes and their impact on casual gamers, rather than being purely negative.
· Emphasizes that the changes will be examined from the perspective of general players, especially casual gamers who log in to enjoy the game, rather than the esports meta.
· Personally, mentions that while the early season was enjoyable, the fun tends to decrease in the latter half due to increased matchmaking competition.
· Introduces the main topic of the video, the 'Reset Order 2.0' update, explaining that it's a readjustment of existing changes.
· States that this analysis will focus on the overall changes and their impact on casual gamers, rather than being purely negative.
· Emphasizes that the changes will be examined from the perspective of general players, especially casual gamers who log in to enjoy the game, rather than the esports meta.
01:58 - 04:22
2. 👍 Positive Changes: Weapon Balancing and Comparison with Previous Updates
· Evaluates that the implementation of this update is much improved compared to previous Reset Order changes. Mentions that previously, there were many complaints as changes were limited to movement speed or health, not weapon balancing.
· Positively assesses that weapon balancing changes have actually been made this time, reflecting community feedback.
· However, points out contradictions in the development philosophy, while generally thinking the changes are interesting and good.
· Specifically mentions that the 'Medium' class feels relatively neglected.
· Explains that overall, the patch has been buff-heavy, with weapons for the Medium and Heavy classes receiving damage buffs.
· Notes that the Medium class's shotguns received significant buffs, pointing out that these are weapons requiring perfect balance, similar to snipers in the game.
· Considers that with the overall decrease in TTK (Time To Kill), the increase in Light class health, and the trend of nerfing the Heavy class, the increased aggression of the Medium class could encroach on the Light class's territory.
· Points out that abilities like the Shockwave seem to be an attempt to increase the Medium class's aggression, but it could blur the class identity.
· Analyzes that the increase in Light class health and damage could lead to players dying faster, which could further highlight the aggressive playstyle of the Medium class.
· Mentions that the Heavy class also received some buffs, with the MGL's damage buff being particularly noticeable.
· Positively assesses that weapon balancing changes have actually been made this time, reflecting community feedback.
· However, points out contradictions in the development philosophy, while generally thinking the changes are interesting and good.
· Specifically mentions that the 'Medium' class feels relatively neglected.
· Explains that overall, the patch has been buff-heavy, with weapons for the Medium and Heavy classes receiving damage buffs.
· Notes that the Medium class's shotguns received significant buffs, pointing out that these are weapons requiring perfect balance, similar to snipers in the game.
· Considers that with the overall decrease in TTK (Time To Kill), the increase in Light class health, and the trend of nerfing the Heavy class, the increased aggression of the Medium class could encroach on the Light class's territory.
· Points out that abilities like the Shockwave seem to be an attempt to increase the Medium class's aggression, but it could blur the class identity.
· Analyzes that the increase in Light class health and damage could lead to players dying faster, which could further highlight the aggressive playstyle of the Medium class.
· Mentions that the Heavy class also received some buffs, with the MGL's damage buff being particularly noticeable.
04:58 - 07:10
3. 👎 Disappointing Aspects: Light Class Health Changes and Unmentioned Melee Weapons
· Questions the increase in Light class health (to 175). Points out that along with the dash nerf, the increase in Light health could break many in-game damage calculations (e.g., cases where a sniper headshot followed by a melee attack doesn't result in an instant kill).
· Suggests that if the goal is to nerf the Light class's mobility, reducing the dash charge amount could be a more direct solution.
· Strongly criticizes the fact that the 'Melee Rework,' a major change for the next season, was not mentioned at all in this Reset Order update.
· States that the lack of information about melee weapons, which are primarily used by casual players, gives the impression that the development team is not considering casual users.
· Expresses concern that the reduction in dash charge amount, in particular, could be a fatal nerf for Dagger users, potentially making the weapon almost useless.
· Mentions that the reduction in dash charge amount, in particular, could be a fatal nerf for Dagger users, potentially making the weapon almost useless.
· Suggests that if the goal is to nerf the Light class's mobility, reducing the dash charge amount could be a more direct solution.
· Strongly criticizes the fact that the 'Melee Rework,' a major change for the next season, was not mentioned at all in this Reset Order update.
· States that the lack of information about melee weapons, which are primarily used by casual players, gives the impression that the development team is not considering casual users.
· Expresses concern that the reduction in dash charge amount, in particular, could be a fatal nerf for Dagger users, potentially making the weapon almost useless.
· Mentions that the reduction in dash charge amount, in particular, could be a fatal nerf for Dagger users, potentially making the weapon almost useless.
07:11 - 08:43
4. 💡 Suggestions: Introducing Private Test Servers and Consistency in Development Philosophy
· Proposes the introduction of 'Private Test Servers' so the community can thoroughly test large-scale changes before they are implemented, citing successful examples in games like 'For Honor'.
· Argues that this would allow the development team to collect more data, and players to provide feedback on changes in advance.
· Points out that the current Reset Order changes and the lack of information about the next season's Melee Rework make it seem like the development team is more focused on competitive play than on casual players.
· Criticizes the lack of consistency in development philosophy, noting that buffing automatic weapons early in the season and then buffing weapons with explosive damage (burst damage) now seems inconsistent.
· Criticizes the lack of consistency in development philosophy, noting that buffing automatic weapons early in the season and then buffing weapons with explosive damage (burst damage) now seems inconsistent.
· Argues that this would allow the development team to collect more data, and players to provide feedback on changes in advance.
· Points out that the current Reset Order changes and the lack of information about the next season's Melee Rework make it seem like the development team is more focused on competitive play than on casual players.
· Criticizes the lack of consistency in development philosophy, noting that buffing automatic weapons early in the season and then buffing weapons with explosive damage (burst damage) now seems inconsistent.
· Criticizes the lack of consistency in development philosophy, noting that buffing automatic weapons early in the season and then buffing weapons with explosive damage (burst damage) now seems inconsistent.
08:44 - 10:53
5. 📈 Positive Outlook: Escaping the Heal Meta and Potential for Increased Individual Impact
· Mentions the possibility of moving away from the current 'heal-centric meta' as a positive aspect of this update, due to the reduced health pool and buffs to burst damage weapons.
· Argues that reducing healing abilities, which tend to prolong combat and dilute individual impact, can enhance the game's fun.
· Evaluates that the strengthening of burst damage weapons could make it easier to dismantle teams solo, which is a positive change.
· Presents an interesting perspective on the development team's philosophy shifting from automatic weapons to burst damage.
· Argues that reducing healing abilities, which tend to prolong combat and dilute individual impact, can enhance the game's fun.
· Evaluates that the strengthening of burst damage weapons could make it easier to dismantle teams solo, which is a positive change.
· Presents an interesting perspective on the development team's philosophy shifting from automatic weapons to burst damage.
10:54 - 11:53
6. 🤔 Final Thoughts: Expectations and Concerns about Changes, and a Plea
· Positively assesses the 'Reset Order' changes, noting that an attempt was made to innovate rather than just changing numbers.
· However, still expresses concern about the lack of mention of melee weapons and the uncertainty about when the changes will be applied.
· As the increase in Light class health (175) and Heavy class health (325) seems certain to be applied, urges the development team to operate private test servers or apply the changes quickly.
· Finally, concludes the video by asking viewers to share their opinions.
· However, still expresses concern about the lack of mention of melee weapons and the uncertainty about when the changes will be applied.
· As the increase in Light class health (175) and Heavy class health (325) seems certain to be applied, urges the development team to operate private test servers or apply the changes quickly.
· Finally, concludes the video by asking viewers to share their opinions.
