She deals maybe around 70% the damage of a DPS while having nearly twice as much health and a lot more control. She also has quite good sustain, if you use her burl ability correctly, getting 2k healing is very possible. From my experience El Bastardo trades evenly with her, considering her way bigger healthpool, while her job usually isnt 1v1 or being a primary damage dealer at all. She offers way more to the team than El Bastardo, who only has to offer AOE damage and no relevant crowd control or team utility. In my opinion El Bastardo might as well be placed in the DPS category anyway. Just buff his damage a bit and nerf his shields, which should make him a bit less obnoxious, too.
@airwalk5555
Posts made by airwalk5555
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RE: Net Buttercup
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Character stats and ability tooltips
It would be very helpful for new and also experienced players to be able to see basic character stats, like healthpool or basic attack damage, in the workshop. Same goes for the damage/healing/shielding for abilities.
When i was scrolling through El Bastardo's mods for the first time i was lost and had no idea how to evaluate mods that increase the maximum shield capacity by 150 for example, as i had no idea what the normal capacity is or that there is a cap at all. -
RE: More skill based fighting
While you are pointing out all the uses for the evade feature, there are some things it can not replace. It is impossible to juke anything in this game. Everything is guaranteed to hit, if not dodged or parried. That becomes very frustrating when getting focused by more than one enemy and you are running out of dodges. All you can do is wait for your team to help you somehow, but you are guarenteed to take every hit no matter how you move, which reduces one of the biggest skill factors for almost every character based game to very basic avoiding of obvious AOEs.
Which leads to the next big problem. Parrying anything is extremely difficult, because of latency issues and sometimes fps drops. Fixing this would already add a lot to the game and is obviously a planned feature for the game. At the moment it does not feel like a good option in the majority of situations. Adding some Mods to allow for special counter attacks or maybe super charge would make it more appealing, too.
Adding some sort of individual skill would keep the game interesting for much longer, no matter in which form that happens. -
RE: Multiple healer meta needs to be addressed asap
I agree with Shadowawker. Just looking at stats after games, healers often heal as much or more than the top dps numbers, while also dealing damage themselfes. On top of that healers offer a lot of utility, which is often deciding for securing kills or the lives of teammates.
All of that makes healers really strong, but they also fill a crucial role that has a high impact on matches by nature, while often being the prime target for the enemy team.
Having multiple healers on one team allows them to keep each other alive, when being focussed. Healers obviously do the best job of keeping others alive, so that improves the survivability of the whole team even more and there will be way less downtime on healing, as healers will survive longer. In a game where the main objective is usually to secure a point and defend it, the ability to just stay alive and stay on that point is very impactful and so is the ability to keep teammates with a lot of powercells alive.
However restricting teamcomps is a bad idea, so i would agree to reduce the effectiveness of the heals by 20-30% in case a team picks more than one healer. -
RE: Net Buttercup
She seems to do a bit too well in most fights, yes. I often see her dealing a lot of damage, while having a huge health pool and by far the most impactful control capabilities in the game so far.
The grapple is usually enhanced by one of the default mods, which is fine as it is one of her signature skills. I think reducing her basic attack damage, which she can chain easily thanks to her alternative dash and grapple, or the health pool would be good.