Awesome map mods
Posts made by Commander Brand
RE: Miko could use a boost. A small one
@b4nj4x7581 said in Miko could use a boost. A small one:
Many newbies put a barrier on the team when they gather on the spot to heal them. And I did that too. It happens intuitively. Because the shield is green and her skills are supposed to heal. I believe a healing shield is the right idea. As a weak passive ability, and increased by the module.
RE: Fighters that need a nerf
Thanks for starting this topic. I wanted to speak too, after a month of playing.
Makutu's damage boost was overkill. The community asked for it to be more agile and sticky to enemies. He had enough damage initially.
Now this is incredible op:
One hit to the wall - Miko is dead
One hit to the wall - Zero is dead
Two rising air combos - Mekko is dead
At the same time, to kill him, you need 2-3 characters at a time.
You can use + 7.5% mod damage, + 8% huaki stance mod, + huaki base damage, + power up, + 50% wall hit mod. Really? This is awful.
The new attraction ability is okay and gives new combos. But the increased damage is excessive.
He is also more effective in self-healing than Miko. Than a healer! Ahh!
Solution: reduce the increased damage from the stance (or return the previous damage), reduce the wall hit module damage from + 50% to + 25% (or reduce the base wall hit)
Miko already had low damage and in battle she was of little use without a mod + 7.5%. I could play in two playstyles: a support healer with healing mods or a fighter with damage and stasis mods.
Now she's is ineffective in any form, although she's should play an anti-tank role. Daemon kills her with one raid, and Makutu - with one blow against the wall. I think she only needed a self-healing nerf, but not that much, and not a healing nerf for teammates.
Solution: Either increase (return the previous) damage; or increase self-healing from attacks (or self-healing from the ability by 10-20%). Either increase her health. Either buff mods so that you can choose a play style - a Miko fighter with little support, or a Miko healer with little damage. What will be more interesting.
The Daemon's damage is felt more than necessary. He demolishes 70-90% hp with one air combo, he can fearlessly go to the ButterCap with a charged Shadow Strike and take she out without problems in solo. Whereas prior to the patch, the Daemon played the tactical role of hit-and-run, now he is an anti-tank and a frontline fighter too. 0.o Which will dunk Mecco in a solo. Which has become more effective than the Nidhoggr, who's our main anti-tank and dd.
Solution: slightly reduce damage by 1-2% of the 4% by which it was increased.
To withstand the air attacks of the Daemon and the Makutu, we need:
- Air dodge
- Air parry
This should work with the same mechanics as ground ones.
RE: Stats for Weekly Top Healing/Damage for a match crazy.
I suspected that the results came from match fixing. The leaderboard can't be taken seriously now. Random's party-farmers are in the top, in 100% wins people who have one game per week, and if you score some points, you just don't get on the list like in my case.
Better to let the developers deal with matchmaking, balance and QoL problems. This is much more important for gameplay than the numbers in the table.
P.S.: Well, I watched this match. This is LoL. Two teams stand in one place, Gizmo shoots, four healers restore themselves. Again and again. And 30min is just what the replay recorded. They had 60-80k heal points when this guy has 160k. That means they did it for an hour or 1,5.
This can be improved by introducing a time limit of 15 minutes. On average, matches last 10-12 minutes. 15 will be enough. Or 20 as a last resort.