GOWJ just 3 and a half weeks out is on life support and pretty much flat-lined
Last night's Numbers were jaw dropping low.
400+ TDM
200+ FFA
200+ DOM
300+ Overun
World Wide, rest of the modes and playlist were 0, just abysmal.
modes usually (now) average 1000+ and 2000+ on given weekends, still very, very poor.
putting in all the feedback for us to finally get back on track with GOW3 and to recive this speaks volumes to the lack of
direction EPIC wants to take the MP franchise, fans just dont know what they are going to get anymore as GOWJ doesn't
replicated any of the things GOW3 did with all its design,balance and content.
EG: two of GOWJ's best maps are easily Streets and Haven, which ironically have been confirmed by the devs were actually designed
& going to be DLC for GOW3, why are these better than the others? they have closer roots to symmetric style design and Haven has some
really interesting ground combat with great LOS's for rifle fire.
so what has PCF created? that leaves us with Gondola,Rig and Library.
just three maps, which are the worst out of the bunch.
One primary loadout has severely changed the game to a detriment, everything needs to be extra effective right out of the gate to counter
each gun, also people will use gnasher because its the most fun to use (but GOW works best with 2 primary's eg GOW3, rifles are essential to gaining map control), GOW works better with 2 weapon loadout with pistol being standard.
GOWJ has quickly gotten stale due to loss of tension, this is primary because of the map design, power weapon & spawn placements which are uneven and randomly placed, previously Gears games funneled into 2/3 different routes which leaded to Power Weapons, once you got there it was a battle of map control/domination, and you bet that rifles were essential for players to secure it, this scenario never happens or quickly fades in GOWJ.
Is GOWJ entirely bad? No,
it actually does some things right, Controls are great, New Weapons work wonderfully and stopping power has been removed, but imo falling off ledges
has really broke all of the tension, and chasing the last person on Execution can get frustrating & boring, minimal ledge mantel (Like Haven) would have been better suited for GOWJ, but this single mechanic can literally break every launch GOW1/2 maps, honestly would love to see this mechanic gone or (realistically) implement very small amount places in the map which it can be used.
Its really gotten to the point where GOW MP fans whether regular,hardcore,casual just simply dont care enough to invest time to wait,fight,discuss
or waste breath on forums for changes.
Simple EG: 3 separate Gears3GAF Gamertags with 300 Gears gamers, i never see anyone online playing it, max 3 people.
Me & My friends FL is mainly GOW centric with 30 players on GOW3 (before GOWJ's release) on any given time i only ever see 4 people playing on my FR playing at night, max.
This is where we have gotten to, fans imho have simply lost faith after what happen to GOW2, faith got restored with GOW3 and it delivered the type of
experiences people wanted in Gears, then it went all GOW2ish again with GOWJ, some really unessessary changes that poeple never wanted
Non symetric maps, unbalanced spawns & weapon placements, vertical maps, No Locust, No DBNO & Execution on launch,
Stims nades,Two Piece, One weapon loadout choice, Nades on spawn, Lack of MP content, loss of tension and map domination and finally FFA being the emphasis of design focus on Maps and Weapon balance.
Numbers dont lie, people are dropping like flies
(brb spell check later)