7 years ago
Next Balancing Request
It's time to get your voice heard, what is your request for the next balancing? https://twitter.com/JA_Wiebe/status/977315663839506432 If your feedback is long and details, you can type it below th...
As you mentioned @asukojo and I did the same on twitter, Rose I feel definitely needs fine tuning, however, on zombies I would like the same towards Brainz.
Rose Problems:
She has a pretty small hitbox, which is even smaller than a jumping imp's, and requires to be taken down by concentrated fire or splash damage. This becomes exceptionally frustrating when dealing with Rose players from a far distance or above ground who have plenty of ammo and stuns to spare. She is meant to be a role reversal to the engineer, but her shot damage and range makes her more of a mixture of both engineer and all-star just without the health difference. As a Superbrainz player, at long range (one end of Rome to the staircase where the portal to Azia is), a Rose player can target me due to the increased tracking distance on her shots and quickly drain my health because of her decent fire rate. While it might force the player to duck into cover and readjust their strategy towards close quarters combat, the invincibility and the length of enigma prevents subsequent attacks that would allow the player to have an easier vanquish on their foe and puts her in a position of safety, but also allows her to properly re-engage the enemy.
Rose Fixes(?):
Either decrease the length of enigma or have enigma can only activate when she is not under fire as that would have players actively assess their situation more and use the ability more appropriately than a get-out-of-jail card. As her abilities are unlikely to change, I would like to see a decrease in the tracking distance of her shots as rose should not be targeting players like a soldier, kernel corn, or even caucus can. I also would like to see a change in her damage, not her fire rate based on her variant; a normal rose at max rank deals 10 per shot and with a reload speed of less than 0.5 seconds, which is a lot to dish out for 30 or more shots which can also affect nearby teammates, while a Nec' rose deals 7-13 damage and consistently reapplies a defensive debuff.
BrainZ Issues:
The beam issue for both citron and super is still very real, but one thing that bothers me is why Breakfast Brainz runs into a similar issue, leaving me to wonder if his Break-fists were coded as a beam as he can shoot over objects. Another problem is that any Brainz's punches will stop when ascending or going down surfaces, which leads to awkward moments when fighting enemies near cliffs or houses and restarts the charge to Comsic's attacks. Furthermore, a mild nerf is needed for Toxic as he not only deals a huge amount of damage, but also regains up to half his total health; on the other hand, Electric needs a buff to his fists as they are weaker than the Party or a couple from Breakfists.
I could not disagree more with the above assessment of Rose. She dies plenty easy. If you don't think so, try playing her. Her shot homing ability is neat, but if you think about it, a direct fire weapon does damage instantly, and the homing effect only works provided your aim was sufficient enough that a direct fire weapon would have hit anyway. The homing ability doesn't help you hit, it delays the damage of a shot that would have hit anyway. The advantage of homing is that you can move before the target realizes they are taking fire and figures out where you are.
Her arcane enigma barely lasts long enough. I'd say it's just a hair too short. Just over half the time it expires when you are still in danger, and just under half the time it lasts long enough.
I think regular rose should have either a 10% bump to rate-of-fire, or a +1 bump to damage, because she just feels slightly under powered.
I was unaware that Toxic Brains healed himself when he does damage. That's interesting.
There are some other aspects I feel need adjusting, but I'm not sure what exactly would be required. For example, there are plenty of times where I have an undamaged character die from a single hit, usually from a scientist or something. What I don't understand, is when I use the same characters, I am doing fractions of the amount of damage that would be necessary to single-shot someone. I don't know how this happens, if it's server lag, players cheating, aim-bots, or whatever.
I was unaware that Toxic Brains healed himself when he does damage. That's interesting.
He got 100XP when in Toxic Mode. It's good against boss hunt, just keep punching, keep punching, keep punching....easy peasy.