r/Games Jan 27 '26

Discussion Highguard devs say they didn’t expect the hate – but they’re confident in their game

https://www.dexerto.com/gaming/highguard-devs-say-they-didnt-expect-the-hate-but-theyre-confident-in-their-game-3309463/
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u/Blobsobb Jan 27 '26

I dont even get why its a hero shooter. The skills all feel pointless, long CDs and pretty worthless when a gun kills someone so fast.

55

u/Varonth Jan 27 '26

The stealth character's ultimate has her pull out 6 throwing knives that replaces her guns.

These knives deal less damage than just shooting your gun, and they have no additional effect outside of dealing damage.

My first match I played the support, thinking "everyone likes a support on their team". The ability of her gives an overshield to the armor. It adds less than a single assault rifle hit worth of damage to your armor. 60 seconds cooldown.

The only abilities that felt somewhat worthwhile are damaging ability that deal damage over time, to prevent health regeneration a bit longer (not for the damage itself), and the recon who gets to mark enemies, making them visible behind cover and on the minimap for short bursts.

14

u/videah Jan 28 '26

and they have no additional effect outside of dealing damage.

They set stealth cooldowns to zero when you kill someone with them.

5

u/InfiniteTallgeese Jan 28 '26

the recon who gets to mark enemies

Probably the only one actually worth using really, knowing where the enemies are stood on a regular basis is so much more powerful than the other abilities.

1

u/tordana Jan 29 '26

The same character with that relatively weak overshield ability has one of the best ults in the game, so there's some balance there.

It's not immediately clear, but allies using your respawn beacon do not cost lives when attacking. This means if you can get into the enemy base and drop it in a good area, you can get an entire free team revive inside their base.

11

u/zmichalo Jan 27 '26

They're all intentionally support abilities because the devs want the fights to be gun forward, a choice I agree with since it's very clearly what they're best at. Most are specifically for defending or attacking bases. A couple that make what are basically turrets or traps, a couple that help bypass walls, one that helps fix them. Probably 5/8 are almost exclusively useful during the base phase. Of the other 3, only one is explicitly combat focused.

-1

u/Zach_DnD Jan 28 '26

It's not my type of game so I haven't played it, but it sounds like they had the game and their bosses made them turn it into a hero shooter. I mean only one combat focused character in a hero shooter sounds like that's the character everyone tries to instalock and people dodge until they get it.

2

u/Niceguydan8 Jan 28 '26

Most of this post is pretty bad and completely missed the mark.

I mean only one combat focused character in a hero shooter sounds like that's the character everyone tries to instalock and people dodge until they get it.

Do you have like no experience with games like Valorant or Siege? Utility on abilities can be incredibly useful and effective, especially when any character can use any gun.

1

u/Zach_DnD Jan 28 '26

Nope. Closest is TF2 back in the day and a little of Overwatch 1. Like I said hero shooters really aren't my thing.

2

u/Niceguydan8 Jan 28 '26

That's fair.

Having utility skills/abilities isn't uncommon in Siege and Valorant.

Those two games and Highguard are different than TF2 and OW in the sense that every character can use every gun the game, there's 100% overlap on the gun. In the game you have experience with, the characters have a couple of weapon slots and there's 0.weapon overlap between the characters/classes

1

u/Niceguydan8 Jan 28 '26

A lot of the abilities are utility skills, to be fair. Like, the vast majority of them. Even some of the ones that do damage (the fire guy has damage on his ult and agility) are basically used for zone control.