Thanks for all of the feedback, and for keeping it mostly on topic.
I’ll try to clarify a few things that were asked / stated:
1 - We want to try to bring back a more balanced version of the floor buffs because it can add a lot of variety to the game by rewarding players for correctly adapting to situations. Walking / Jumping sometimes becomes a good move because it helps you in the long run, but you need to consider your opponent being able to charge / harpoon you. But then you also might want to “conceal” your charge and harpoon and not use them early in the match. These type of in-match decisions are great for gameplay, and we feel they are a bit missing from the game. We know the previous version had issues, we are explicitly working to solve them.
2 - We prefer “Absolute” values rather than % values in order to be more archetype agnostic (if using %, some module setups would benefit / get hurt more than others, which we want to avoid)
3 - We acknowledge that even the proposed buffs might favor certain archetypes over others. The discussion about physical was very interesting - on the one hand, they use the claw the most, whose no-movement disadvantage will affect here. On the other hand, they also use charge and harpoon the most, which are strong tools to control the opponent’s position (and your own in the case of charge). The charge-sword combo essentially allows you to both move your opponent from a positive floor pad and finish the turn on it yourself. This will definitely be a strong tool. We might add heat and energy versions of charge. The playtest will tell us a lot.
4 - A few complaints about the old floor buffs were mentioned in this thread, as stated we are dealing with them:
A) If they will be introduced to ranked play, they will only appear in high levels (from 15 or 10)
B) They will be symmetric - if a floor buff appears on the left side of the map, the same floor buff will appear on the right side of the map (in the previous version, they weren’t necessarily the same buff, so one side could get a positive effect and the other would get a negative effect. This will not happen anymore).
C) They will not focus on a single element - the resist pads will affect all resists, and we will not affect heat or energy with them as we feel they will affect different mechs in different ways.
5 - We believe that the new version of floor buffs will bring variety in the form of interesting in-match decision making rather than luck. We are also considering adding a preview of the battlefield to the “pick mechs” stage, to let the players pick their mechs based on the floor pads as well.
6 - The properties and values are not final. We will see how the playtest plays out. We will update you when we have a final date for it (then it will appear in private friendly battles, not in ranked play).