Post by Ood on Sept 11, 2013 20:46:06 GMT -5
So... there are two old threads about enemy and player buffs and nerfs ( enemy & players) but they are a bit out-dated so I thought I'd start a new discussion with a few extra points.
Enemies
Buff
Delta Refinery:
Although this is currently the most dangerous enemy, it lacks some of the flair that drills and gcts have. A quick fix would be to increase the minion spawn rate, max minion count, and minion damage. However that rough a buff would just make it so that only hercs are viable options for Delta killing (they're already probably the majority's preference).
Instead, let's make the Delta do something more unique. Let the largest secondary structures heal surrounding structures at a similar rate of Nova central buildings. This should be made directional, so that only structures in front are affected, and the delta can't self heal. This buff would make it more difficult for players to cherry-pick Deltas, and be a good test run for new structures that affect other structures.
Despoiler:
The medium structure group is quite strong and also unique (Security towers, watchtowers, and novas) with the exception of the despoiler. It packs a punch in the damage department, but dies very quickly. Buffing its hp would be suitable. For an additional upgrade, have the pickets slowly move around the main structure ~ 0.5 grids away from it.
Nerf
Triangulum:
Yes, I get that some structures are more dangerous than others, I think the base minion count on this one can be knocked down a bit, especially given the removal of buildings and their nerfs.
Drill Stockade
Having them shoot 180 degrees in the front is fine (instead of the minuscule arc they previously had), but the all round turret is a detriment to the usefulness of many tanks.
Rethink
Quantum Carrier Convoy
Currently, it's not a bad convoy, it has multiple different aspects to it that make it a good challenge, however it can fall into a trap that is the Hornet's nest. A group (or lone) of Hornets can easily kill this convoy 'Pizza-style' buy utilizing overdrive from the front. Add a few Corsairs (or the new flavor of the week, the Phantom) and you don't have to wait on overdrive cooldown either. While some may argue that this means the hornet needs a nerf, I say that enemies (and this one in particular) should be made less vulnerable to such an attack. How to do this well is the concern:
From the rear, the Quantum Carrier is well guarded from all attacks with its structure dropper, that area is not the issue.
From the sides, it is significantly more difficult to attack things because you not only have to take notice of forward and reverse but also lateral movement, this area is also not the issue.
From the front, the Quantum Carrier is not protected by its structures, nor does it have the added challenge of lateral movement. While this convoy is not normally killed from the front, it is certainly easiest to do so there. To 'force' the method of killing to the side, do one of two things:
1: Let the quantum 'throw' its ministructures forward, in front of it, and give them a suitably longer lifespan (the prevent rear attack)
2: If 'throwing' structures isn't feasible or logical, add an additional well armored and long range laser equipped front-running 'scout' that leads the convoy. Give this scout range such that if you see it, it shoots at you (~10 grids). Position it so that it cannot see attackers from the side, only those from the front. Give the scout decent drops as it serves a bigger function than the minions do.
Player Tanks
Buff
Kraken:
I've said it before (as have others) the Kraken is essentially a worthless tank. It's firepower is outmatched by basically everything. Its triggers are very defensive in a game where (as of now) offense is much more favored. It being a defensive (and co-op) tank is fine but with one change it can keep its defensive role and become much more useful and interesting.
Change trigger 2 from an AoE DoT burst vs. minions to an AoE burst vs. minions that inflicts 'confuse' instead of DoT. What exactly 'confuse' does would probably need to be tested somewhat extensively, but the idea is that minions (and perhaps sub-structures) start attacking the main structure (or each other) instead of players. This skill would combine a stun and an offensive skill into one, to give the Kraken a bit more firepower and also further its defense based role.
Fury:
Essentially reverse the nerfs put in place here:
* reduce damage from 15 to 13 (75 dps to 65 dps)
* reduce chronoton hyper boost damage modifier from +150% to +100% (no change to cooldown so total boost goes from +525% dps to +400% dps)
Fury essentially can only do 50% of its damage at a time unless there is the possibility of squeezing in somewhere that both sides can fire (drills used to be an excellent opportunity, but now it is futile since the walls fire 360 degrees). If buffing it's overdrive to the previous level is too much, meet in between (+125%).
Nerf
Spectre:
Really the Spectre is fine, the only thing that needs to happen is that its range should be less than the Hornet's. Either buff the Hornet range by 0.25 grids, or reduce the Spectre's by 0.25 grids. I prefer the Spectre nerf so that Hornet range doesn't get absurd.
Cutlass:
It's overdrive is insane. It already can do 200+ dps with decent prisms when it surfs a convoy. Why does it also need an overdrive? Give it a forward blink instead.
Phantom:
Yes, Phantom. Please 'nerf' its cloak back to a invulnerability trigger. It is no longer a co-op crowd control beast with some minor abuse problems, it is instead a mediocre crowd controller with a get out of jail free and screw the group card.
Additionally, we've figured out that the phantom can now be a hell of a scout, I assume that wasn't the goal of its recent buff, knocking the shield strengths back a small amount should better balance the tank.
Drops
Buff
Grid Control Tower
Why no prisms? It seemed like an okay idea to remove them, but now they're avoided because they're hard to kill and drop little worth the trouble. GCT farming was fun, adding pulch chance back in would make it viable again.
Nerf
Drill Stockade/Annex (& Delta minor buildings)
Having them drop the occasional item is cool and encourages clearing the walls instead of leaving the shell behind, but let's tone the base level down a bit (perhaps start them at 2 or 3 instead of 5).
Anyone else have suggestions?
Enemies
Buff
Delta Refinery:
Although this is currently the most dangerous enemy, it lacks some of the flair that drills and gcts have. A quick fix would be to increase the minion spawn rate, max minion count, and minion damage. However that rough a buff would just make it so that only hercs are viable options for Delta killing (they're already probably the majority's preference).
Instead, let's make the Delta do something more unique. Let the largest secondary structures heal surrounding structures at a similar rate of Nova central buildings. This should be made directional, so that only structures in front are affected, and the delta can't self heal. This buff would make it more difficult for players to cherry-pick Deltas, and be a good test run for new structures that affect other structures.
Despoiler:
The medium structure group is quite strong and also unique (Security towers, watchtowers, and novas) with the exception of the despoiler. It packs a punch in the damage department, but dies very quickly. Buffing its hp would be suitable. For an additional upgrade, have the pickets slowly move around the main structure ~ 0.5 grids away from it.
Nerf
Triangulum:
Yes, I get that some structures are more dangerous than others, I think the base minion count on this one can be knocked down a bit, especially given the removal of buildings and their nerfs.
Drill Stockade
Having them shoot 180 degrees in the front is fine (instead of the minuscule arc they previously had), but the all round turret is a detriment to the usefulness of many tanks.
Rethink
Quantum Carrier Convoy
Currently, it's not a bad convoy, it has multiple different aspects to it that make it a good challenge, however it can fall into a trap that is the Hornet's nest. A group (or lone) of Hornets can easily kill this convoy 'Pizza-style' buy utilizing overdrive from the front. Add a few Corsairs (or the new flavor of the week, the Phantom) and you don't have to wait on overdrive cooldown either. While some may argue that this means the hornet needs a nerf, I say that enemies (and this one in particular) should be made less vulnerable to such an attack. How to do this well is the concern:
From the rear, the Quantum Carrier is well guarded from all attacks with its structure dropper, that area is not the issue.
From the sides, it is significantly more difficult to attack things because you not only have to take notice of forward and reverse but also lateral movement, this area is also not the issue.
From the front, the Quantum Carrier is not protected by its structures, nor does it have the added challenge of lateral movement. While this convoy is not normally killed from the front, it is certainly easiest to do so there. To 'force' the method of killing to the side, do one of two things:
1: Let the quantum 'throw' its ministructures forward, in front of it, and give them a suitably longer lifespan (the prevent rear attack)
2: If 'throwing' structures isn't feasible or logical, add an additional well armored and long range laser equipped front-running 'scout' that leads the convoy. Give this scout range such that if you see it, it shoots at you (~10 grids). Position it so that it cannot see attackers from the side, only those from the front. Give the scout decent drops as it serves a bigger function than the minions do.
Player Tanks
Buff
Kraken:
I've said it before (as have others) the Kraken is essentially a worthless tank. It's firepower is outmatched by basically everything. Its triggers are very defensive in a game where (as of now) offense is much more favored. It being a defensive (and co-op) tank is fine but with one change it can keep its defensive role and become much more useful and interesting.
Change trigger 2 from an AoE DoT burst vs. minions to an AoE burst vs. minions that inflicts 'confuse' instead of DoT. What exactly 'confuse' does would probably need to be tested somewhat extensively, but the idea is that minions (and perhaps sub-structures) start attacking the main structure (or each other) instead of players. This skill would combine a stun and an offensive skill into one, to give the Kraken a bit more firepower and also further its defense based role.
Fury:
Essentially reverse the nerfs put in place here:
Fury
* reduce damage from 15 to 13 (75 dps to 65 dps)
* reduce chronoton hyper boost damage modifier from +150% to +100% (no change to cooldown so total boost goes from +525% dps to +400% dps)
Fury essentially can only do 50% of its damage at a time unless there is the possibility of squeezing in somewhere that both sides can fire (drills used to be an excellent opportunity, but now it is futile since the walls fire 360 degrees). If buffing it's overdrive to the previous level is too much, meet in between (+125%).
Nerf
Spectre:
Really the Spectre is fine, the only thing that needs to happen is that its range should be less than the Hornet's. Either buff the Hornet range by 0.25 grids, or reduce the Spectre's by 0.25 grids. I prefer the Spectre nerf so that Hornet range doesn't get absurd.
Cutlass:
It's overdrive is insane. It already can do 200+ dps with decent prisms when it surfs a convoy. Why does it also need an overdrive? Give it a forward blink instead.
Phantom:
Yes, Phantom. Please 'nerf' its cloak back to a invulnerability trigger. It is no longer a co-op crowd control beast with some minor abuse problems, it is instead a mediocre crowd controller with a get out of jail free and screw the group card.
Additionally, we've figured out that the phantom can now be a hell of a scout, I assume that wasn't the goal of its recent buff, knocking the shield strengths back a small amount should better balance the tank.
Drops
Buff
Grid Control Tower
Why no prisms? It seemed like an okay idea to remove them, but now they're avoided because they're hard to kill and drop little worth the trouble. GCT farming was fun, adding pulch chance back in would make it viable again.
Nerf
Drill Stockade/Annex (& Delta minor buildings)
Having them drop the occasional item is cool and encourages clearing the walls instead of leaving the shell behind, but let's tone the base level down a bit (perhaps start them at 2 or 3 instead of 5).
Anyone else have suggestions?