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Spell Balance Suggestions
As a light user myself- I don't really think the problem ever was pyro or sanc flash- even if those spells definitely are pretty good at what they were designed to do. What I consider to be the real problem is actually lightspeed itself.

Using lightspeed with practically any spell in the game will practically guarantee it with little to no counterplay. Some very cancerous examples are:
Lightspeed > Pyro (still works after nerf as long as you charge first)
Lightspeed > Sanc Flash
Lightspeed > Charged Flashbeam
Lightspeed > Any wave (including spatial misdirection, that's a fun one)
Lightspeed > Sand/Metal root
Lightspeed > Fatal
Lightspeed > Flame Dash
Lightspeed > Whip > Beam

I don't really think I need to make my point any clearer about what I consider to be the true offender.
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he speaks the truth
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True light speed is the biggest problem with this , but Sanctified flash is targeted more because it is unavoidable with light speed - even if you do the true counter to light speed it is a problem, any seasoned player will simply go to the wall and dash out of a pyro, where as sanctified flash paired with light speed , even if the player is TP'D on top of you it is still unavoidable.

Either the stun gets to you into a beam or rather the blind subjects you to a beam from simply not being able to see, all in all Light speed SF is unavoidable and more accessible for a combo more than pyro will ever be.

Light speed - Fatal ( avoid by pressing against the wall.)
Light speed - wave ( avoid by pressing against the wall)
Light speed - Flame dash ( avoid by pressing against the wall)

Light speed - SF there is no counter play.
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I feel like we've recursively gone forward and back in time when it comes to light speed, it's always been oppressive because it's instant and allows follow up. Ergo, simply add a charge up to lightspeed like Transcendent Steppe has, and it will have more counterplay.
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I like that idea. Some sort of build-up animation to lightspeed would really help. Otherwise, you're kind of left sitting there pretending to count down its cd and praying the opponent will use it when you expect them to use it.
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I agree with the line of thought that sanctified isn't the problem here. It's only perceived as an issue because more people are holy at the moment and therefore you see it more. Water whip had the compromise of being made into an intermediate which was determined as a satisfactory change. The beam properties are the same. It's just that you don't see water whip as much. 

(Also just turn sound on and dash ex dee skill issue)

My lawyer has informed me to say that the last line was satire.
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I won't lie I don't think Water whip being an intermediate was at all necessary.

The problem with stun combo's especially in the state of stun, beams is as it still is, the simple fact that GCD starts at the cast of the beam instead of the end of channel. Making it so the gcd starts at the end of channel would literally nerf cheese stun beam builds by denying the free follow up.

IE: Water Whip, Beam, Tidalwave. This pounds out like 40% of an HP bar or better depending on the beam and its free asf cause before the enemy can react the beam user can use a spell. = free

This is seen in literally any beam combo be it lightspeed stun beam + followup[in some cases of old, Pyro, Tesla, Impact and so on]

Simply making a GCD start at the end of channel changes all this and ruins the cutscene viability that irritate so many players.
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(01-25-2023, 10:55 PM)Ohverride Wrote: I agree with the line of thought that sanctified isn't the problem here. It's only perceived as an issue because more people are holy at the moment and therefore you see it more. Water whip had the compromise of being made into an intermediate which was determined as a satisfactory change. The beam properties are the same. It's just that you don't see water whip as much. 

(Also just turn sound on and dash ex dee skill issue)

My lawyer has informed me to say that the last line was satire.

Except it is, Whips have nothing to do with the fact that LIGHT SPEED - SANCTIFIED FLASH IS COMPLETELY UNAVOIDABLE.

Unless you are lucky with your invulen, or have crystal aura you will always be able to land a Light speed SF beam, there is no counter play to it.  

No back walling
No prevention and your own intuition that the player is about to use it. / any other combo with this has a solution of just backing up to the rpb wall. Which is the problem.  I would have no gripes if this were possible but it's not which makes it unavoidable.
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Holy requires dev (not a lot mind you) so I do think it and occult deserve outlier abilities and the flash combo from lightspeed eats up three whole slots on the bar.. I hate unavoidable damage but if they are using lightspeed to land something that normally takes some amount of care to land that does take away a damaging spell or shield, etc. It's using the spell as intended. Lightspeed might be better off with a longer cd though.

Edit: Flash has a shorter range than Pyro, as well. It can't be extended by dash as far as I've ever seen.
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one more thing, like with Pyro if you got good reaction when the flashs tarts you can dash and avoid the likely followup of the lightspeed flash, this however is not easy to do in any means but it is a counterplay option but thats why its important for lightspeed users to know their enemies dashtimers aswell. Cause that dash can make most follow options miss
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