The fact that there will be no more content was clear a long time ago. I'm only interested in this question: does it mean "no content updates" equals "no balance updates"? Will they leave the game with a broken balance, godkutu, cheese, airsassin deamon, poor miko and over shit that we wait 6 months to fix, playing every time with suffering?
Posts made by Commander Brand
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RE: Dear devs
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RE: The Great Damage Rework of 2021
I would add that the divebomb is a rather stupid ability now for stunning, because it only stuns a small central zone, which is difficult to target running opponents. Here it is necessary to either expand this zone by 75% or to the full width of the circle, so that it would be like Nid's Ride the Lightning.
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RE: The Great Tank Rework of 2021
Turbocharger is the only useless thing Buttercup has. It should give temporary or permanent 300-400hp so that you can use it when surrounded and when health is close to zero. Now its 30% from your available hp: 100hp when 300 is left and 30hp when 100 is left. Nobody uses it as its useless in critical situations.
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RE: The Great Support Rework of 2021
I would also add that the explosion time of Chrysalis needs to be significantly reduced so that the zone can be escaped with only two dashes from its center, and one dash from the middle. Now it is so slow that Gizmo walks out with a calm step, without stopping shooting.
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RE: To the bleeding edge developers
@Fat-Darth-Vapor said in To the bleeding edge developers:
exploiting is all their 4stack does
As long as the game allows to do this, having such holes in the mechanic, people will do it. As a rule, when the developers close the cheating holes, these people, after crying on the forum "you killed the game", go to another game, where they can use the loopholes.
Another issue is the monotony of the combo. By using emote cancel wisely, you can diversify your movements a little. I think it's need to do here as in DMC5: you pause after the first hit - you get the second kind of combo, you pause after two hits - you get the third one. And throw up movements with the ability to parry and counterattack in the air. Just imagine how amazing fights we could have.
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RE: Wishing good vibes at NT.
I respected them for their work on the DmC, and that they wanted to make it closer to the original than the capcom wanted. For their extraordinary, original, creative games. For making an extraordinary product in the gaming industry in the form of a live slasher, simplified DMC. For the hard work on the release and the amount of content in a short time. But what happened after these three months led me to complete bewilderment: how can a studio with such a good reputation have that; and loss of a good opinion. More precisely, it changed to negative. So interrupt communication, forget and don't care about customers, leave them with a broken balance, matchmaking, holes in the mechanics, and disappear without saying goodbye. So far, this is the "best" support of the live game I've come across.
Well, since this topic is about good vibes, I will leave my thanks to those developers who worked and created the game. I'm very pleased to touch your work and help improve it with any way. It's a shame the management has such an attitude towards their project and customers. -
RE: To the bleeding edge developers
@Fat-Darth-Vapor said in To the bleeding edge developers:
I am giving you 6 months to fix tons of known bugs and issues
Rahni Tucker: lololololololololol
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RE: Miko could use a boost. A small one
@b4nj4x7581 said in Miko could use a boost. A small one:
Healing Barrier
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.
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RE: Fighters that need a nerf
Thanks for starting this topic. I wanted to speak too, after a month of playing.
Makutu
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
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.
Daemon
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.
General
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.
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RE: Stats for Weekly Top Healing/Damage for a match crazy.
@JThumper13
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. -
RE: QoL Changes From An Ex-Caster
@WuffieGG Spectation health bar - really luck it
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RE: Make Dojo Multi-player
Very good idea. I wanted to write about it too. And this can be used as a duel mod too.