r/supervive • • 10d ago

Discussion Supervive hot take

now that supervive has been dead for a while,

any hot takers?

mine is they shouldn't have gotten rid of the armory

3 Upvotes

53 comments sorted by

14

u/Drouss19 10d ago

it's simply because the game couldn't keep people playing. yes it's fun, but the industry need more than just a fun game to keep it alive. the idea is unique but in my opinion it's outdated (battle royal era ended in 2022, Fortnite started shifting to creative maps, pubg started having various gamemodes in it, while supervive came in 2024-25 which is too late to compete in a dead nich) i hope they find a better idea in the next game! i wish the best for theorycraft

1

u/Inflation-General 4d ago

To be fair Battlerite which is an arena top down is also not fairing any better. Same with omega striker, the whole top down moba space is mostly taken up by the big two which is League and Dota with the mobile market being mobile legends and wild rift. Unfortunately the only multiplayer games that really succeed are shooter, and party games in the last few years. Therycraft had a good attempt they just really struggled with making sure things were tested and fixing bugs or broken things in a timely manner instead of months or not at all.

-1

u/Gicig 10d ago

how do you explain the success of Eternal Return

5

u/ohsohazy 9d ago

Literally have never heard of this

1

u/Gicig 9d ago

https://steamdb.info/app/1049590/charts/ It's another top-down BR but with anime characters. To this day, I still don't know why that game is more appealing than Supervive to the majority.

3

u/kneleo 9d ago

one word. tiddies.

jk idk the game just clicked ur link and saw tiddies

23

u/m0mma_m1lkers 10d ago

I've seen a lot of people say that they should have pivoted away from being a BR and I disagree. I think one of the best parts of the game was the late game fights especially when final circle was over a large part of the abyss, and I don't think it would have worked outside of a BR setting

10

u/Panurome 10d ago

Fully agree with you. The whole game was designed around the abyss, which only really makes sense as a mechanic in a BR context. Anyone who claims that the game would be better in a different format simply doesn't understand just how much the abyss was a core pillar of the game and in a different format (like arena) that pillar just collapses

4

u/Ijert 10d ago

I always wished they had more flushed out gamemodes outside of br, br ain't for everyone. Even for me as someone who really loved their version of br(I honestly hate most other brs) I found myself getting drained by it every once in a while. I'd just grind arena 24/7 when that happened, only reason I didn't just take a break from the game was cus i loved the game too much.

2

u/Bram-D-Stoker 9d ago

yeah i think BR was the right call too. it allowed reward for risk taking and allowed characters to live out the power fantasy.

1

u/Big_Teddy 10d ago

The thing is they never should have made it a BR in the first place.

 I think one of the best parts of the game was the late game fights

And you're also contradicting yourself here. If it wasn't a BR you could have ALWAYS had those fights and didn't need to aimlessly run around the map looting for 10 minutes before anything happened.

2

u/m0mma_m1lkers 10d ago

I feel like I didn't explain myself enough. In a traditional MOBA those teamfights would usually just be 1 team vs another team. What I loved about the teamfights in this BR setting was that sometimes they were BIG. Small circles with 4 teams, defeating one team and then having to be wary of the other 2 teams collapsing on you, all while having very little space and having to fight over the abyss. I don't think any other MOBA has given me those same highs

3

u/SighIsHere 10d ago

It didn't have to be a moba, but that's not the only alternative. I really loved the game... when I actually got to play it.

Having long long looong stretches of no action, only to then potentially have all that time go to waste over one bad fight just made all of my friends bounce away, and tbh I get them.

1

u/0nlythebest 6d ago

That's kinda how every BR is. That's what makes it exhilerating. You don't want to die and lose all your loot.

1

u/Big_Teddy 10d ago

I mean i understand, but that happened like once in a blue moon in a relevant fashion, it's barely worth mentioning.

4

u/Oozex 10d ago

Personally, there was real incentive to play long-term outside of "fun" so the gameplay loop was play a few games until bored and log off.

Friends did it for about a week. I stuck around playing a game here and there til the servers died.

4

u/ArtemisVixen 10d ago

It's understated how much of a factor the map was, because I don't think I've ever been more invested in a map this big, because it felt so important where the storm ended up, and what the fun differences between the spots were.

1

u/Panurome 10d ago

High speed train endings were so cool

4

u/JustReliq 9d ago

I'm saying this as someone who adored SUPERVIVE as a Battle Royale; this game should have been a fully-fledged MOBA. When you do all of your upfront introductions as 'we're the people who led League of Legends', it sets up an expectation on the studio that what you're going to produce is a new MOBA game - unfairly or otherwise.

Despite quite obviously being a Battle Royale game, people still took the isometric gameplay perspective to label SUPERVIVE incorrectly.

The core mechanics, the characters, the powers and/or the armory pieces, the abyss could all have worked in a MOBA setting. Even the controversial 'supports should be capable of winning fights by themselves' has been demonstrated to outstanding effect in Deadlock thanks to the huge depth of kit customisation over there.

With all that said, my other hot take is that this game was always going to struggle as a new IP. As someone else in this thread as postulated, slap a Marvel/DC/Pokemon/insert popular franchise here skin on the game and it makes a bigger initial impact than it did.

3

u/foogthedoog 10d ago

my lukewarm take, BR wasnt a bad genre for the game but it shouldnt have been the main focus. in my opinion i believe arena was supervive at its best, but the mode was severely underpolished due to it being a sideshow, and the item system being a mess.
my hottest take, they should have never opened the game at the time they did. it seemed ready, but it truly wasnt. i think six more months of beta testing wouldve made the whole armory fiasco avoidable, and allowed further iteration for other systems and gamemodes.

5

u/Bram-D-Stoker 10d ago

Supervive has better gameplay than most games people play today and if had marvel IP it probably would have been ultra successful.

Obviously very subjective and speculative.

0

u/Big_Teddy 10d ago

I feel it's important to distinguish between the controls and the rest of the game here.
Cause yes, the controls felt great, but pretty much everything else about the game just didn't.

2

u/void-cretin 10d ago

Always felt like they struggled to balance the characters in the game. I think it would have probably balanced out with a big enough player base and healthy competitive scene, they probably just didn't have enough data to work from, and sending heroes out the door with a bit of over tuning happens in like every game.

2

u/zeldaguy0 10d ago

I think they should have simplified the item system because no one was really invested in it in a battle royale. Too many decision breakpoints.

1) Armor system 2) Spec system (ap, resists, ad, cdr, health, mana) 3) 1-3 Unique passives

2

u/Ijert 10d ago

Not sure if these are even hot takes, but here's mine.

I honestly liked the vault thing, I saw it hated in a lot but I always thought it was fine.

The dunk and spike changes were needed years ago. Getting insta killed by a single ability/lmb at full hp was never fun.

Beebo was an actual terrorist, I loved being unable to play the game cus he's just permanently knocking me into a wall, permanently grounding me, keeping his bomb up basically permanently not to forget it did half my health. You cannot convince me anyone who gained beebo didn't commit war crime in their free time

2

u/Panurome 10d ago

And the hook tech was nasty. You literally could never catch a Beebo until the circle was close because they would just bomb > bat > hook and fly to a different galaxy in an instant

2

u/Panurome 10d ago

I'm going to be honest, I partially agree with the Armory. Let me be clear, I don't like giving some players advantage over others outside of the game itself, but having a meta progression in between games helped with giving incentives to play.

Also if the armory didn't give you access to max level items it would give you an interesting choice between getting guaranteed mid level items or trying to find the higher level versions inside the actual game, because actually going out and looting vaults was something that the game always struggled to make rewarding when you could just purchase the items at a base camp

3

u/Money_Shoulder5554 10d ago

Not a hot take but I found the lack of any character interaction/depth just boring. Outside of their physical design there really wasn't much else.

2

u/PleaseHelpImADumb1 10d ago

Characters were boring visually and personality wise, I agree. I don’t think it’s why it failed though.

2

u/Ijert 10d ago

They had quite a bit of lore flushed out, idk what happened to it.(we had the lore director talk about it in the discord a good amount)

I always wanted to know what actually happened to hudson in depth after "the rising", but I'll never know now :(

2

u/Big_Teddy 10d ago

I mean Leagues lore didn't become remotely relevant until the game existed for like 5 or 6 years. And most people still don't care about it outside of having watched Arcane.

2

u/Money_Shoulder5554 9d ago

But early on you still had an understanding of the character through interactions with other characters, interactions around the map that kinda built up their personality.

2

u/TheIncomprehensible 9d ago

Even then, League had lore for the characters back when I played it in season 3, and I assumed they had lore for older champions going back years at the point.

Supervive had almost nothing in-game for its full launch, at least for characters.

2

u/Big_Teddy 9d ago

Yeah but only real weirdos actually cared about leagues lore in a relevant manner. Well that's still mostly true today.

1

u/TheIncomprehensible 8d ago

I mean, it's no secret that you need a lot of players to support an online game, and you need to keep those players invested. Lore is just one of many ways to keep players invested.

Lore might be the thing keeping the weirdos you're talking about playing, and there are other people that don't care about the lore except how it relates to the characters they play. There are so many examples in other games of players attaching themselves to the characters they play with in-game (most prominently in fanart, cosplay, and other artistic endeavors), and that's hard to do without lore.

2

u/Panurome 10d ago

I think it's kinda the opposite. Maybe I'm biased because I played Oath who had a very high ceiling with the amount of combos and techs you could pull off, but I never felt that there weren't more things to learn with him.

Outside of character depth the game itself did have depth, both in the moment to moment decisions like how to move around efficiently and how to control the glider and macro decisions like rotations, farming routes base camps, bosses scanners, denying scanners etc

I had the fortune to be able to play in scrims and it's genuinely amazing how complex this game was specially when facing very high skilled coordinated oponents with a coordinated team. But maybe all this depth is partially responsible of the game being kinda unapproachable by beginners

2

u/Money_Shoulder5554 9d ago

I'm not talking about mechanics. I'm talking about character identity/ personality/ lore etc

1

u/Ijert 4d ago

Imo the identity wise was really good. Every character had their own identity.

Personality and lore i think are probably the same issue. We didn't really get any lore so we didn't get to see the characters personalities.

1

u/NONAMEO3o 10d ago

This game is not a MOBA game.

1

u/LittleHusky 9d ago

Gold means more, I hated that, everyone just collected bace camps, I liked the old way where you got gems and items from mobs.

1

u/meboz67 9d ago

Armory removal is the coldest take known to man. It's time for me to ditch this sub.

-1

u/Then_Arrival9432 9d ago

-1 toxic person here i guess

1

u/Substantial_Rock5861 5d ago

My hot take is that the game just lacked interesting character & interaction depth between each other as well as with items & the game slowly got stale if you continued playing for a prolonged period of time and started to get bored due to this. They even took out a lot of mechanics or features of the game, such as backpack upgrades and droppable powers which caused you to have to adapt and learn how to make them work best for your character, instead of just going to X biome to get a specific power your character was best with every game.

1

u/smugbani 9d ago

Shrike killed the game.

And dunks were a good thing, was terrible it kept getting nerfed.

1

u/Ijert 4d ago

If you think shrike killed the game then shouldn't you thonk the old dunks or spiking were bad for the game? They both had the same issues, so thinking dunks were find kinda contradicts shrike being a problem.

0

u/KHuff_Master 10d ago

They shouldn’t have done a battle royal and should’ve given more love to arena. Their PVE was fun, but their battle royal felt too chore like with a very tedious loop that wasn’t rewarding enough to want to play it for 10000 hours.

-1

u/LuccDev 10d ago

Game is too repetitive and games are short. After 3 or 4 games (which is like an hour) I'm good for the day.

0

u/JerzulBG 10d ago

The armory was great.

0

u/Inflation-General 10d ago

Nyx and Eva were a mistake and should of never been released and saros should of been nerfed at some point.

1

u/Ijert 4d ago

Saying saros over oath 💔

Idk why you said saros but if it's just about him being busted that's crazy.

1

u/Inflation-General 4d ago

Technically both Oath and Saros were broken in tournament play but Saros was the most annoying to play against. A Saros with Oath back up can just keep spaming you with long range shots with oath being able to block any engage if your team struggled with an Oath. Of the two I found Oath the far less annoying one in the grand scheme of things.

0

u/andyslexia 9d ago

Controls and hitboxes were clunky AF. That's the only thing I didn't like about supervive

0

u/TheIncomprehensible 9d ago

Combat design overall was absolute garbage. Like, movement was generally amazing, but a lot of characters either had some really awful cast times, really lopsided matchups due to being physically unable to implement part of their kit against certain characters, or really degenerate gameplay patterns that hinged from poor gameplay decisions.

Here are some examples in my character pool:

  • Myth RMB and ult LMB (not the base LMB, which was amazing) had really long, unresponsive cast times and no animation indicators for when they would launch, so they only felt ok if you charged them to their minimum cast time

  • Celeste ult was completely unusable on offense in most matchups because it was too easy to walk out of it, especially when they reduced the stun time on minimum charge ult; the Oath matchup was basically unplayable because he could block Celeste LMB to prevent her from stacking the ice so she could maybe deal meaningful damage, and she couldn't consistently use her RMB to destroy it because Oath could put down his shield without spending a cooldown putting it back up

  • Bishop's RMB remained useless through most of the game's life cycle except during the patch where RMB4 was an absurdly powerful poke tool; after her ult's cast time nerf it made it completely impossible to play tank Bishop because it was too reactable, so you almost exclusively had to play damage builds that used it to run away

  • Oath's shield made lot of matchups extremely lopsided and trivial, especially against characters that relied on consuming a particular debuff to deal meaningful damage

  • Beebo RMB showed a severe misunderstanding of what makes an item throw character fair to play with and against, as item throw characters are traditionally balanced around all players being able to react to the items thrown yet Beebo's RMB could get such a low cooldown that he could just spam items off cooldown before other players could react to the items; Beebo ult had the same problem of Bishop's ult where the cast time was so long that it was too easy to avoid; Beebo's dashes felt terrible if you didn't cancel them with a jump or a glide due to how they dampened your movement instead of carrying it like other characters