Suggestion Letter on Optimizing the Deathmatch Mode in Guardian Tales
Summary: Addressing issues of character balance and mechanism design in the Deathmatch mode; proposing the addition of springboard resurrection, map expansion, and buff items to enhance fairness and fun.
Dear Development Team of Guardian Tales,
Greetings! I am Luoyu, a dedicated player who has always admired the game’s pixel art style and diverse gameplay, with a particular focus on the Deathmatch mode. However, after numerous actual battles and discussions, I have noticed several unreasonable design aspects that have compromised the player experience and sparked widespread criticism. I am writing to share specific optimization suggestions based on practical issues, hoping to contribute to the improvement of the mode:
I. Core Issues with the Current Deathmatch Mode
1. Character Balance Imbalance: The distinct role orientations of characters fail to form a reasonable check-and-balance system. Characters with short skill cooldowns such as Daisy, J, and Xiaoman are overly dominant, boasting excessive suppression power through basic attacks. Meanwhile, skill-reliant characters like Dark Cannon (Arabelle) struggle to stage a comeback in the final circle once their skills are on cooldown or after being defeated—due to the lack of cooldown buffer time—completely losing the competitive experience.
2. Limited Gameplay Choices: Thanks to their basic attack advantages, some characters can perform stably even without skills. This has led most players to choose basic attack-focused characters to pursue higher win rates, squeezing out the appearance space of other role-oriented characters and reducing gameplay diversity.
3. Mechanism Design Lacks Fault Tolerance: The existing resurrection mechanism only provides a 5-7 second waiting time and a 3-second invincibility buff, failing to address the skill cooldown gap. After resurrection, players often fall into a passive position due to unavailability of skills, making it extremely difficult to stage a comeback from a disadvantaged position and undermining the competitive fun.
II. Specific Optimization Suggestions
1. Introduce Springboard Resurrection Mechanism: Drawing on the strategic design of the selection phase in Teamfight Tactics, divide the battlefield into a central main combat zone and surrounding resurrection points. After being defeated and resurrected, players must use long-distance springboards to enter the main combat zone at their own chosen timing. The flight time during the springboard jump can serve as a skill cooldown buffer, ensuring players have a complete skill cycle when re-entering the battlefield. This solves the pain point of unavailable skills after resurrection and increases the possibility of a comeback.
2. Expand Battlefield Map Scale: The current map has limited space, making it easy for players to be ambushed at close range immediately after resurrection. It is recommended to expand the map area and add terrain obstacles and detour paths to provide room for characters of different orientations to shine—tanks can pull enemies using terrain, while squishy damage dealers can find safe output positions, enriching battle strategies.
3. Add Battlefield Buff Items: Reasonably distribute buff items such as medkits and healing stations across the map (no resurrection function is provided in this mode). Players can restore health by picking up these items, alleviating the suppression from basic attack-focused characters, and providing a breathing space for low-health players or those in skill cooldown, enhancing the randomness and strategy of battles.
The core charm of the Deathmatch mode lies in the exciting competitive experience of chaotic battles, and fair mechanism design and diverse choice space are key to retaining players. The above suggestions do not require major adjustments to the existing gameplay framework but can effectively improve character balance, enhance gameplay fault tolerance, and increase diversity.
I sincerely hope the development team will consider these suggestions and optimize the Deathmatch mode. I look forward to enjoying the competitive fun in a fairer and more diverse Deathmatch mode in the future, and wish Guardian Tales continued vitality!
Sincerely,
Luoyu
A Loyal Guardian Tales Player
Date: November 10, 2025
thank you
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