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Post by Ood on May 27, 2013 18:00:33 GMT -5
Herc-buff
Something like what delsy proposed... or give it something offensive instead of 2... yes 2!... mine triggers.
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delsy
Courageous Tester
Posts: 49
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Post by delsy on May 27, 2013 19:42:06 GMT -5
Overcharge as hypevosa suggested might be in order so that it isn't a Useless Useful Ability. Or rather, there's just no need to add strategic complexity to the Hercules when every other tank and its mother has plain old shield recharge. Overcharge would actually reward the risk. Should be ok with overcharge decay and/or cooldown not beginning until shield is at normal.
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Post by quicklite on May 28, 2013 1:15:19 GMT -5
I was talking with gingerbear about the valk's triggers (and later about DoT in general) on the build 51 thread. I figured it would be a good idea to move the conversation over here, where it's more revelant. I apologise in advance for the incoming wall o' text >_>. And about valk: I agree that valk DoT should stack. Heck, I think all DoT should stack, even if the gun's core damage under a DoT trigger is nerfed a little. It just makes things much more interesting for two reasons. 1) Instead of using DoT triggers to simply 'tag' everything, it would encourage players to concentrate fire, sticking the enemy as much as they can before backing off and leaving them to rot under the 15 DoT stacks that are applied. 2) If done right, stackable DoT is one of the most aesthetically badass things I've seen in any game. If you just make the aesthetic animation effectively 'stack' as well, you get the effect of the fire/acid/posion/whatever is causing the DoT worsening as more and more is applied in an extremely satisfying manner. Also, I have mixed feelings about the 4th trigger. See, what the trigger is good at is immobilizing a few guys for a nice amount of time, which is ok. But the problem is that the only mobile enemies worth an immobilize trigger at this point are enemies which one would really want disarmed as well. After all, if you just stopped a convoy on yourself, the convoy would simply rip you to shreds. That's why I think you should either extend the immobilization time (to make it more worth it to bring a demobilizer buddy along instead of simply to bring an avenger), or make it freeze turret movement as well/instead. See, what the trigger is good at is immobilizing a few guys for a nice amount of time, which is ok. But the problem is that the only mobile enemies worth an immobilize trigger at this point are enemies which one would really want disarmed as well. After all, if you just stopped a convoy on yourself, the convoy would simply rip you to shreds. That's why I think you should either extend the immobilization time (to make it more worth it to bring a demobilizer buddy along instead of simply to bring an avenger), or make it freeze turret movement as well/instead. Agreed. Immobilizing a convoy main tank without stunning is one of the biggest trolls of the time being. Now, immobilizing turret movement too could be an interesting solution (its a quasi-stun), which might be fun to experiment with. I would agree that an increasing visual effect of DoT would be nice, but I'm not sure how it will impact the performance. Even at 2 super tanks is easy to freeze out when someone applies some kind of AoE sparkly effect, and this gets worse with more tanks / more effects. So yeah, please fix / think up something nice for super tanks "super freeze" attack first. I would agree that an increasing visual effect of DoT would be nice, but I'm not sure how it will impact the performance. Even at 2 super tanks is easy to freeze out when someone applies some kind of AoE sparkly effect, and this gets worse with more tanks / more effects. So yeah, please fix / think up something nice for super tanks "super freeze" attack first. It doesn't have to start off that grand, and then become super-lag-incuding-flashy. If this were to happen, I'd have it start off meh, but then for the enemies you concentrate fire on, have the aesthetics grow to the point that they are currently at, and then exceed it. That way, only a few enemies (the ones on which you concentrate fire) will get the 'flashy' aesthetics, and the rest will actually get more toned down ones, making the lag technically better. Think borderlands 2. If you shot someone with a fire weapon, they'd probably get a few small-ish burns, but keep shooting and they'd be engulfed in flames. To digress, I (badly) drew an MSPaint sketch on how it would work. The bold is DoT weapons with a slow rate of fire (like the shotgun), and the italics are for DoT weapons with faster rates of fire (like the wolverine's mini-turrets)
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