- [Arcade Cloud] Battle Royale games have become
pretty big recently, and while the biggest of them
is probably still PlayerUnknown's Battlegrounds,
you gotta admit that Fortnite Battle Royale
is catching up pretty fast.
That's likely because of all of the really cool
abilities and extra game modes that are in this game,
which really makes playing it a totally unique experience.
The game is still pretty unique now,
but what you might not have known is that
there are plenty of things that were in the game
but just aren't anymore.
Hey, guys, Arcade Cloud here,
and today, we're counting down the top five abilities
that got removed from Fortnite.
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At number five, we have 50 versus 50,
sneaky silencers, and high explosive game modes.
I guess I'm kind of pushing the limit of what
you can call an ability with this one,
because what I'm talking about is all of the
time-limited game modes that Fortnite Battle Royale
has had, and then gotten rid of since the game
has come out.
So the ability that was removed is your ability
to play the interesting extra game modes that
Fortnite Battle Royale has had over the past
couple of months.
This all started off with Fortnite's 50v50 mode.
It was exactly what you would think it was,
basically the original Fortnite Battle Royale,
but with 50 players on each team.
This turned the game into a grueling team deathmatch
fight to the finish with two giant sides battling
against each other until the bitter end.
There were some small changes to the mode
that made it easier to tell which players
were friendly and which players were your enemies,
and anyone on a team could revive a downed teammate,
even if they weren't in your own squad.
Next came the high explosive game mode,
and it arrived with a bang.
The new mode was basically the same as the original
100 player battle royale with one
pretty significant change.
The only weapons that spawned
into the level were explosives.
There were no more assault rifles, snipers,
shotguns, or anything like that.
All people were able to use was rocket launchers,
grenade launchers, and grenades.
Anyone who's played Fortnite knows that explosives
are pretty important at the end of a match
when things are tight and people are mainly
hiding in their forts, but the high explosive mode
brought that high-octane action to the whole game,
and there were lots of explosions to be had.
After high explosive was probably what I would
consider to be the total opposite.
Instead of running around with big weapons making
things go boom, you only had access to
suppressed pistols and suppressed SMGs, with chops
being completely disabled and bush disguises
being increased drastically.
The best parts of Fortnite are usually when
everything goes crazy, so maybe it's a good thing
that you can't play this mode anymore.
I don't know.
If I wanted to crawl around in a bush all day,
I would just play PlayerUnknown's Battlegrounds.
I wouldn't be playing the game that seems to rely
on crazy forts being destroyed by people riding
on a rocket across the map while trying to
snipe someone in midair.
What makes it worse is that there was no solo mode
for this game type.
You would think that in a mode based around stealth,
it should just be about assassinating one person,
not going into a big team fight.
At number four, we have the ability to reload
while zoomed in.
Sniping is really good in Fortnite Battle Royale.
For a start, you can't zoom in all the way
with every weapon in the game like you can
in PlayerUnknown's Battlegrounds.
So to find a weapon that lets you be more accurate
is an immediate plus.
But sniping actually used to be a whole lot better
than it currently is.
No, the snipers didn't do more damage or anything like that,
it was a much smaller change that had some pretty
huge impacts on how sniping felt and worked in the game,
and, in my opinion, was actually a pretty huge nerf
that has only been getting worse in more recent updates.
You used to be able to reload while you were zoomed into
your sniper, and now you can't.
That doesn't exactly sound like a big change, right?
Well, believe me.
It actually is.
When you could reload zoomed in,
you were able to easily keep track of your enemies
if they were really far away,
and then take consecutive shots,
even if you had to reload.
Now that you have to actually stop being zoomed in
to reload, you can't keep track of your enemies anymore.
And if they are really far away, then you might find it
much harder to get a lock on them again.
To be honest, while snipers are still so powerful
considering their accuracy, power, and range,
this seriously made them a little less desirable to use.
Sure, you can pop someone's head off,
but you could also lose them by accident.
The change to this zoom reload mechanic also brought
with it some pretty bad issues for sniping in the game,
resulting in the whole process feeling really clunky to do.
When it comes to reloading,
it used to be done automatically.
As soon as your gun is empty,
you just put in the new magazine.
But that doesn't happen with snipers anymore.
You physically have to push a button to zoom out
and then reload.
Now I know this is so we can watch our bullets
fly across the screen to see if we hit
or how much we need to adjust our shots,
but it just feels bad,
and it kind of makes me wish we could just
reload zoomed in again.
At number three, we have the old jump
and directional pad.
While playing Fortnite Battle Royale,
you might come across a trap called the Launch Pad.
This trap throws you high in the air
and lets you skydive,
and even allows you to deploy your glider mid-match.
If you use it off the top of a tall building,
then you can go seriously far.
In other words, it's a pretty cool
and incredibly rare tool to have in your inventory.
If you're more new to the game,
what you might not know is that the Launch Pad
wasn't always around, and we actually had
two different types of jump pad instead.
Nowadays, it's easy to hop on a Launch Pad
and go wherever you wanted,
but the old jump pads were pretty different
and needed a lot more skill to use correctly.
The Jump Pad Up was a standard rare trap
that could be placed on any floor in the game.
It glowed blue and had a bunch of arrows
pointing inward, so you definitely knew
what kind of jump pad you were getting.
If you placed it down and then stepped on it,
the pad would launch you two blocks directly upwards.
Unlike the new Launch Pad, though,
you couldn't go into free fall
or open up your glider again,
so the uses of this item were limited.
There were really only two good ways to use the item.
You could use it to easily and instantly scale
a building while making the minimum amount
of noise, meaning you could take people by surprise
if they were camping out on the roof.
Or alternatively, if you were up on the roof yourself,
you could use the jump pad to get down.
It sounds weird, right?
Jumping on something that would make you go higher
seems to imply that it would end up killing you
instead of helping you, but after you jumped on
one of these things, it would stop you from
taking fall damage, so it all worked out in the end.
The other jump pad was called the Jump Pad Directional.
While it was also a rare drop,
it looked completely different.
Unlike the Jump Pad Up's blue color,
this thing was orange and the arrows on it
faced outward instead of inward,
so there was definitely no way that you could
get the two mixed up.
The Jump Pad Directional worked a lot
like the Jump Pad Up.
The only difference is that instead of making
you go seriously high, it would take you on a
more horizontal trajectory, meaning that it was
best used to quickly bounce into a new location
to surprise enemies that were likely below
where you were, or on the same height.
Although the new Launch Pad is better than both of these,
I kind of miss the skill it took to use these two
jump pads in interesting and useful ways.
At number two, we have the old traps.
Much like the jump pads, traps used to be a much
more varied affair.
Nowadays, you have the Damage Trap.
The Damage Trap is a multipurpose trap that can be
placed on the floor, on walls,
and even on the ceiling of a room.
Even though the tool tip only says floor,
you can actually place it anywhere.
But like I said, this wasn't always the case,
and three traps have actually been removed
to make way for this better version.
The first trap that has since been removed
are the Retractable Floor Spikes.
These can only be placed on the floor,
and would basically shoot deadly spikes
at an enemy player if they were to step on it.
Using these traps was pretty difficult,
because of the three, they are really the most obvious.
I mean, when you walk into a room,
the first thing you do is have a look around,
and the floor is the biggest and most obvious thing
right in front of you.
So obviously, you're going to probably notice
something dangerous right there.
Next was the Ceiling Zapper.
This trap did basically the same exact job as
the Floor Spikes, but instead of shooting spikes
from below a player, it would shoot electricity
down to the player from above.
Again though, these traps were pretty obvious to spot
if you knew what you were looking for.
After being built, they made this sort of static electric
buzzing sound, and they glowed bright blue,
so it was pretty obvious when a Ceiling Zapper was around.
Add to the fact that the Ceiling Zapper can be destroyed
with a gun after being identified,
and then you really have a pretty useless trap.
The Wall Dynamo was basically the Ceiling Zapper,
but on a wall.
They were equally easy to spot, making the same
sort of buzzing noise and also glowing
a really bright blue.
These traps could also easily be destroyed with a gun
from a distance, so they were almost no threat at all
if you were able to notice them
before being attacked by one.
With all these negatives, I can again kind of understand
why they were removed, but, come on,
the new damage trap is super boring
because it's basically just a Spike Trap that can be
placed on any surface.
The Ceiling Zapper and Wall Dynamo, while pretty useless,
took more skill to use and actually had a bit of
cool uniqueness to them.
It's a shame they got removed completely.
At number one, we have the Zapotron gun.
Back in October, Fortnite introduced probably the most
powerful gun in the game,
and then they immediately removed it again
for being way too powerful.
I am, of course, talking about the incredibly powerful
Zapotron Laser Rifle.
This gun was said to be a high tech
energy sniper rifle that could be charged up
to fire a single powerful shot,
or that could be fired normally.
It sounds like an awesome idea, right?
Well, to be completely honest, it was.
In fact, it was obviously too good of an idea,
because it was pretty much immediately removed.
When you charged up a shot with the Zapotron,
you could basically kill an enemy in a single shot,
and then the shot would pierce through that enemy
and deal damage to whoever was standing behind them.
It had a 5% chance to deal a critical hit.
And if that happened, the damage would spike by 75%.
Oh, and the headshot multiplier was set at 150,
which means that you did an extra half
of your total damage on top if you hit
someone in the head.
I'm pretty sure if you were lucky enough to land
a critical headshot on two people standing
behind each other, then it would be instant death
for the both of them.
The only way this futuristic laser weapon
was balanced was the fact that it could
only be found in supply drops and that you
couldn't aim down sights with it
like any other sniper rifle.
Like, you could zoom in a little bit
to tighten your hip fire, but you couldn't
look down the sights at all.
Obviously, those two balancing factors weren't
enough though because the gun was gone
as soon as it arrived, now destined to sit
as Fortnite legend for the rest of time.
And there you have it, our list to the
top five abilities that got removed from Fortnite.
Do you agree?
Did we miss something?
Let us know in the comments down below.
And don't forget to subscribe for more great videos
from Arcade Cloud on Wednesdays, Saturdays, and Sundays.
Take care and game on.