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(09-11-2022, 09:36 PM)Mallow Wrote: okay, its hot as fuck and im mad as hell that shiluk overexagerrated a bit too much (a lot) and people are being rude like usual, but please:
Wind:
Make Whims of Wind a wave spell that introduces a new CC, Airbone, and have the tiles inflict a slow,
Airborne will knock them up for 1s ir 2s in place, thats it.
It'll be the size of blazing wave, but on a lower damage because of the slow that is put on it.
Following this, Wind Flurry, objectively the most potent slow in the game can have the slow reduced and the time it has to slow reduced, and half of its damage gone.
Please, please god do not make a wave which has tile damage, that slows.. And it knocks people up, (This means stunning you.)
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Unarmed Grab needs a buff, 100% without doubt.
I've been playing Unarmed for a while now and grab is just a godawful ability in comparison to many other things.
My current build is unarmed metal. I understand that Iron Grip is an intermediate, but comparing it to grapple is unbelievably sad:
Grapple:
- Deals NO DAMAGE whatsoever.
- Requires you to be extremely close to your target
- Leaves you stuck for a bit if you miss
- Also disables you for the duration on hit
- Can ONLY be canceled with an unarmed attack and nothing else
- Lasts about two seconds if that.
- My current CD for it is 22 seconds
Iron Grip:
- Is medium ranged, quite long lasting projectile that is relatively easy to hit.
- Does damage on hit, even if not much (6 damage on tooltip)
- Lasts for about 6 seconds
- Leaves you completely unrestrained and can combo with anything else
- Cooldown for me is currently 30 seconds, only a mere 8 seconds more for an ability better in every single way.
Grapple is just... not good. It needs something to make it better. In my opinion it should do a sizeable chunk of damage to reward hitting it, it seriously is quite hard to land. Or something, anything really! I love the flavor of grappling but right now it feels like its just not worth pressing ever.
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(09-12-2022, 12:08 AM)Kayla Wrote: Unarmed Grab needs a buff, 100% without doubt.
I've been playing Unarmed for a while now and grab is just a godawful ability in comparison to many other things.
My current build is unarmed metal. I understand that Iron Grip is an intermediate, but comparing it to grapple is unbelievably sad:
Grapple:
- Deals NO DAMAGE whatsoever.
- Requires you to be extremely close to your target
- Leaves you stuck for a bit if you miss
- Also disables you for the duration on hit
- Can ONLY be canceled with an unarmed attack and nothing else
- Lasts about two seconds if that.
- My current CD for it is 22 seconds
Iron Grip:
- Is medium ranged, quite long lasting projectile that is relatively easy to hit.
- Does damage on hit, even if not much (6 damage on tooltip)
- Lasts for about 6 seconds
- Leaves you completely unrestrained and can combo with anything else
- Cooldown for me is currently 30 seconds, only a mere 8 seconds more for an ability better in every single way.
Grapple is just... not good. It needs something to make it better. In my opinion it should do a sizeable chunk of damage to reward hitting it, it seriously is quite hard to land. Or something, anything really! I love the flavor of grappling but right now it feels like its just not worth pressing ever. Been playing unarmed too, it's fun and it does have potential to do insane combos for big damage but it's really inconsistent too! Grapple sometimes just doesn't grab despite you standing beside the person and jab, one of the most important moves in unarmed sometimes wont even hit the target even if they're standing still!
I think grapple and jab could use a one tile range increase just to be more consistent cause as it stands they're two moves that aren't that. Grapple could maybe get a small dmg increase, all it is is a combo starter that does no dmg. Explosion and Metal have the same but do dmg.
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(09-12-2022, 12:16 AM)FireStartingSnake Wrote: (09-12-2022, 12:08 AM)Kayla Wrote: Unarmed Grab needs a buff, 100% without doubt.
I've been playing Unarmed for a while now and grab is just a godawful ability in comparison to many other things.
My current build is unarmed metal. I understand that Iron Grip is an intermediate, but comparing it to grapple is unbelievably sad:
Grapple:
- Deals NO DAMAGE whatsoever.
- Requires you to be extremely close to your target
- Leaves you stuck for a bit if you miss
- Also disables you for the duration on hit
- Can ONLY be canceled with an unarmed attack and nothing else
- Lasts about two seconds if that.
- My current CD for it is 22 seconds
Iron Grip:
- Is medium ranged, quite long lasting projectile that is relatively easy to hit.
- Does damage on hit, even if not much (6 damage on tooltip)
- Lasts for about 6 seconds
- Leaves you completely unrestrained and can combo with anything else
- Cooldown for me is currently 30 seconds, only a mere 8 seconds more for an ability better in every single way.
Grapple is just... not good. It needs something to make it better. In my opinion it should do a sizeable chunk of damage to reward hitting it, it seriously is quite hard to land. Or something, anything really! I love the flavor of grappling but right now it feels like its just not worth pressing ever. Been playing unarmed too, it's fun and it does have potential to do insane combos for big damage but it's really inconsistent too! Grapple sometimes just doesn't grab despite you standing beside the person and jab, one of the most important moves in unarmed sometimes wont even hit the target even if they're standing still!
I think grapple and jab could use a one tile range increase just to be more consistent cause as it stands they're two moves that aren't that. Grapple could maybe get a small dmg increase, all it is is a combo starter that does no dmg. Explosion and Metal have the same but do dmg.
I wont even pretend that I know the first thing about how to balance this game. I don't know what kind of buff grab needs, but I am almost certain it does need something.
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09-12-2022, 02:35 AM
(This post was last modified: 09-12-2022, 02:36 AM by Touc.)
Speaking as a former Poison player on the Poison changes:
I like the Acid Spray buff. It rewards a skilled player and lets them repeatedly apply Acid Spray if they can hit it consistently without just making it a straight-up buff.
Nearly doubling Noxious Cloud's damage is a bad idea because it's going to empower bio dashdrag cloud builds like Niffty's, and we saw how powerful she was.
Buffing Styx's damage is a mistake because suddenly Styx is dealing (for a typical 300 power poison mage) 1500 damage per tick without crits rather than about 900. It's going to make fighting Styx as a melee even more difficult - just remove the self-confuse if you want to buff it, or buff it by .5 damage.
Smog spell damage seems a little high given you can combo it with Spores to shred someone's HP and get yourself into combo position. I can understand buffing it, but to 3.5 or 4 seems better.
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(09-12-2022, 02:35 AM)Touc Wrote: Speaking as a former Poison player on the Poison changes:
I like the Acid Spray buff. It rewards a skilled player and lets them repeatedly apply Acid Spray if they can hit it consistently without just making it a straight-up buff.
Nearly doubling Noxious Cloud's damage is a bad idea because it's going to empower bio dashdrag cloud builds like Niffty's, and we saw how powerful she was.
Buffing Styx's damage is a mistake because suddenly Styx is dealing (for a typical 300 power poison mage) 1500 damage per tick without crits rather than about 900. It's going to make fighting Styx as a melee even more difficult - just remove the self-confuse if you want to buff it, or buff it by .5 damage.
Smog spell damage seems a little high given you can combo it with Spores to shred someone's HP and get yourself into combo position. I can understand buffing it, but to 3.5 or 4 seems better.
RE: Niffty her build was more than just poison, Maid perfect that build and not everybody will or is able to use it that well.
Let’s see first how well poison preform now before complaining about it. It hasn’t even being in yet to say it’s op.
That being said, it might be, but it’s preferable to wait.
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Almost every other wave has an added effect from their tiles or does something else, it would help give fire's abysmal ability to deal with most build's one to two invulns, cleanse, and numerous debuffs if the fire tiles of at least great fire wave caused the slow of burn like fireball. It's rare that people remain in the tiles of a fire wave anyways.
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stop CRYSTALS from being picked up in invuls day 2 PSA
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Tbf, picking up crystals in an invul doesn't really seem that big of an issue though. You can't cast during it and most of the time you're in it. You used about 1-2 seconds of the crystals buff time anyway...
(I dont use invuls+Crystal this is just what I've seen/counted.)
ur.com/vcmm6![[Image: SwES7N6.gif]](https://imgur.com/SwES7N6.gif)
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(09-12-2022, 06:21 AM)VibeEntertainment Wrote: Tbf, picking up crystals in an invul doesn't really seem that big of an issue though. You can't cast during it and most of the time you're in it. You used about 1-2 seconds of the crystals buff time anyway...
(I dont use invuls+Crystal this is just what I've seen/counted.)
shut up crystal users have no rights
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