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Re: Post "Balance" Predictions

Let me also take a look at these changes:

Night Cap: I would have nerfed the long range attack and Fung Fu's overall damage. I wouldn't have changed anything else. We don't know the actual reduction for Fung Fu's damage yet, it could be as low as say 10%, or much more. Originally I would have drastically cut Fung Fu, but now I think it shouldn't be cut that much. Note that they made spore strike a little less effective at range, but the damage number is unchanged. They may have over-nerfed her but until I can see how it plays out, I can't say for certain. Stealth characters are both hard to balance and often hated by the community (Skye in Paladins, Spies in TF2, Rogues in WoW, etc.). Chomper, being essentially a stealth character with burrow, has been reviled by many players in GW since day one too. I'm hoping that the devs will ignore the mains and the haters and make her work to an acceptable and fun standard.

Oak: The Super Sap Trap is ludicrous right now. If it lands anywhere near you and you have 125 or less health, you're vanquished before you even see it since it can be instantly detonated. That absolutely needed a change. The channeling looks fine in the change. I have no idea what the eject height change is about, was it a problem? Oak needs a timer as it's extremely easy to run, heal that small amount of health the Acorn has, and then reform into a full health Oak. That being said, Space Cadet/Space Station also need cooldown timers and honestly the station shouldn't regen health as it's a machine like the mech is. The Space Cadet is much better than the Acorn is outside the team forms, so that needs to be taken into account. Even if the Acorn uses the +50 health buff so their health is on par with the cadet, and of course the Acorn is harder to hit, but the Cadet has better weaponry and can double jump. Also note that the station can double jump. I'm pretty happy with the changes but they really needed to also change the Stations if they're changing the Oak. They may very well be, but it's lack of mention means we can't be sure. You can have so much health in the station that it can be devastating, especially when using the Crater Maker while being so hard to take out with 3 shields, and 700+ health.

Corn: I am so glad that Corn is getting buffs, he needs them. I would have also buffed main weapon damage, but we'll see how he plays out.

Foot Soldier: Until the livestream, I had no idea people disliked his RoF, I felt it was fine. I'm more pleased with the change to Rocket Jump as it feels very clunky to use, something mirrored by Deadbeard's anchor ability. I do find it odd they buffed Soldier's but not Corn's damage. Perhaps due to the fact that Husk Hop is still so good (and I haven't had it bug out yet like it does often in GW2), and Shuck Shot is roughly on par with ZPG? I can't say for certain till we see it in action.

All-Star: I feel that Imp Punt is just 'off' right now, it doesn't always seem to damage things properly. Otherwise, for me he feels pretty good right now, but a small buff to his main weapon isn't a bad thing. I love the change to the dummy in this game.

Overall: I can judge better once I see other changes, both of the other classes specifically and the projectile speeds and control issues in general. I like these changes at this time, but without seeing the whole picture it's hard to say how the balance will change. Are they looking at Super Brainz for example? He's really good right now, and with these changes, may be too good (emphasis on may be). Sunflower's attack feels too weak, Engineer is also really good, Rose's attack is not always working well and can miss things it shouldn't, etc.

For a disclaimer, I don't have a 'main', I have 3 characters at super elite (Acorn, Space Cadet, and Captain Deadbeard), the rest are elite. I'll be mastering them all here before too much longer.


Edit: minor changes to oak section.

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