Forum Discussion
1. That is a bug. The way it is designed is to stay on the target. So yes, you are correct.
2. But Frenzy doesn’t hit once. It does a lot of damage and is the only homing ability that is also a rush.
3. There is a good chance this is server lag. EA’s awful servers can’t keep up with a lot of this game, especially where I live.
4. We don’t really have an argument here.
5. You don’t necessarily need an increase it’s width. All one has to do is look around. I wouldn’t mind a width increase, but the ability doesn’t really need it.
Han was a poor example. Yes he has up to three rolls. How about Lando or Finn. They don’t really have any way to counter a saber hero.
Kylo is actually really good. He has two abilities that can mess up a team defending a spot. The other, although somewhat buggy, is still good at getting kills. He fills the role of what I call “aggressive support”. Stunning enemies, clearing areas and assisting allies in kills. But they don’t actually buff people.
On a side note, it’s amazing that we can get such an argument out of one ability. Imagine an entire hero.
@Commander_Ney0 I wouldn’t call Frenzy’s damage “a lot”, slightly above a regular strike after the last nerf. If it did a heap of damage I could see being conservative with it but keep in mind the ability isn’t working properly also so the risk vs reward factor isn’t balanced.
I agree that poor sever quality impacts this a lot and is one of the factors isn’t can’t be resolved.
as for the AOE width; it really does need it; as some other players have commented it doesn’t activate when triggered because it can’t resolve an opponent being within the AOE space & time properly. The main way we could resolve this is by widening the AOE so that when the player triggers it on an openly who is mobile it will register.
Prior to many of the updates this wasn’t necessary but now that mobility is a larger factor the game simply can’t cope properly.
Han is a great example if we’re talking about balance. Lando has been neglected for most of the game and although he’s weak he isn’t a good case for Kylo having a flawed or weak Frenzy. Finn with his buff sees his squad in a constant state of abilities plus his deadeye buff also makes him formidable; same with Leia.
Kylo’s other abilities are great but keep in mind they’re fully block-able and evade-able; he’s not one of the characters who has guaranteed abilities so while they’re great they’re far from being OP or extra; especially if you’re playing with randoms. His other two abilities are fine but Frenzy isn’t just a “little” buggy it’s very buggy and it inhibits the ability from being any good. Since some of the bug causes can’t be fixed the only balancing solution is to modify it to compensate; which is exactly what’s been done with other characters.
BTW I wouldn’t call this an argument 😉
- 5 years ago
As a follow up I went through patch & update notes and I do not find where the Devs state anywhere that Frenzy cannot be dodged for all 3 strikes.
the assumption that the 3rd strike on its target cannot be dodged / evaded is just that, an assumption.
this is supported by the short recharge rate of the Frenzy ability. The Devs seemingly understand that the ability has a high likelihood of counter through dodge and therefore a low / non regular damage dealing ability so it has a shorter cool down. If Frenzy was published to have a non dodge-able effect we’d see a longer cool down.
lastly, we can’t compare Fenzy to any other “dash” attack because the player has zero control over the ability once it’s triggered. Other dash attacks allow the player to control them; Frenzy is automated and although it’s a“targeted” dash attack; in this case it’s not providing a benefit because it isn’t working. IF and I do mean IF Frenzy was player controlled then it would be much more fair for opponents to have the option to counter with their own abilities because the player could compensate for that but in this case the automation cannot.
So given that all opponents DO have a valid counter to Frenzy that allows them to escape with no damage dealt (dodge / evade) if done properly, AND that players don’t have full control over the ability like other “dash” attacks, AND that the ability is failing to either activate or register all 3 strikes on a REGULAR basis; I maintain that my request is valid.
all of those conditions are true; an AOE width increase and a passive addition to the ability similar to Kenobi’s “restrictive mind trick” are a fair balance for all of those.
- 5 years ago
@VetteC5RX Okay, I understand. You have a lot of valid points, and perhaps Frenzy does deserve a buff. I can tell you’re intent on this and I concede on most of my points.
That being said, I still have a couple:
Most heroes and infantry only have two dodges. Only Infiltrators, Han, and Ariels can, and they need a card. Therefore, you will have a hard time dodging all three strikes.
I disagree with cancelling abilities. That just makes it OP. Obi Wan has that ability because he is defensively focused, and can’t do a lot of damage without his actual saber strikes. Say Leia has her E-11 active. When Kylo Ren uses Frenzy on her, it deactivates? What do you want for abilities already active?
Yeah, this isn’t an argument, true. How about debate?🥳- 5 years ago
@Commander_Ney0 unless you’re running a card for Kylo “Frenzy” only has a 10 meter range; incredibly short for any ability on the roster. This makes staying out of the AOE fairly easy. For saber users all you have to do is block strikes 1 & 2 and then dodge the 3rd so for ALL saber users, there ya go, Frenzy negated. If you’re a Luke with insta-cast you can pop off a nice push in between strikes and essentially use Frenzy against Kylo; do you suggest this is balanced? Perhaps it should be a going rule that Kylo never use Frenzy against Luke or Han or even Rey who can pop her dash in between and hit Kylo multiple times? Given that those players are often staples in HvV that’s a pretty garbage scenario.
Blaster uses may not be able to dodge all 3 strikes but they can dodge out of the AOE. Remember base distance is 10 meters but that width narrows as you get closer to Kylo, an experienced blaster user can take advantage of that by closing distance and dodging out of the narrower portion of the AOE and thus Frenzy won’t register. Also consider they all have range and most have high DPS; this means that blasters using their abilities and attributes properly can deal damage to Kylo well before he’s in range of Frenzy which means any blaster has a real opportunity to kill Kylo during Frenzy which is fair.
Also, let’s evaluate the damage output; base, Frenzy deals LESS damage than a regular saber strike. If it were even moderately greater that would be one thing but less just doesn’t make sense and causes a hard choice to make. You can card buff Fenzys damage but consider the current state of gameplay with high movement characters. Remember the 10 meter issue; you can also buff that to 14 meters but this creates a bit of a paradox: do I 1.) buff the distance and have an actual “chance” of the ability activating or 2.) buff the damage and although the likelihood of use goes way down maybe net more damage?Players are being forced to buff an ability just one TRY and get it to work and even then it often doesn’t due to other factors. If it worked either with activation OR the number of strikes I wouldn’t even make this post .. heck if it was a rare occurrence I wouldn’t but this is an every game multiple times per match issue.
as for “cancelling” NO, I’m not asking abilities to be cancelled! If a player triggers an ability prior to Frenzy they should keep it. If Leia activates her E-11 it should stay active; If Lando throws his disabler it should trigger at its specified time.I’m saying the restriction should prevent activation of currently non active abilities only for the duration of Frenzy, not to cancel ones that have been already turned on; that would be OP.
There are just too many scenarios where heroes can exploit Fenzy to do more damage to Kylo than he can do to his opponents and it’s not hard to do. If it try to trigger Frenzy I have to hope it activates (which btw this has been an issue for over a year now), then, if it wasn’t evaded, I have to hope it doles out all 3 strikes, then I have to hope it isn’t further blocked + evaded by a saber hero, then I have to hope it isn’t negated completely by a shoulder charge, dash strike, defensive rush, heroic might, unleash, rolling charge, charge slam, detonate charge, or any number of available stuns ... most all of those will end up doing more damage to Kylo than the one strike you might get with Frenzy plus exposes Kylo to combo counter attacks yielding even more risk.
That combined with its regular failure to activate plus its bugs plus is low damage output means that it needs something to make it a more competitive ability. It’s just not balanced in this gameplay environment.
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