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Polarz
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Post subject: Mythical items balance and nerfs Posted: Thu Apr 13, 2017 5:55 pm |
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Joined: Mon Dec 29, 2014 3:00 am Posts: 795 Location: Philippines, Angeles City Gender: male
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Well since the new meta as obvious enough, has no variety AT ALL, I'll be presenting some (or a lot) of mythical items to be buffed and nerfed. It is to also to make EVERY mythical item equal. I am not expecting this to be implemented, but atleast I can show some blueprints using a detailed list of mythical items. It is to also to make EVERY mythical item equal. So the spoilers below contains current stats of an item and MY suggestion of how to nerf/buff it. You can choose any categories as shown below. Note: Special Items, Drones and Modules doesn't count in this thread. UPDATE: Added an "Edit" category. This is where I'll put the suggestions I've chosen. EDITS: ---------------------------------------------- Category 1: TORSOS---------------------------------------------- Category 2: LEGS---------------------------------------------- Category 3A: PHYSICAL SIDE WEAPONS---------------------------------------------- Category 3B: EXPLOSIVE SIDE WEAPONS---------------------------------------------- Category 3C: ELECTRIC SIDE WEAPONS---------------------------------------------- Category 4: MELEE SIDE WEAPONSCategory 4A: PHYSICAL MELEE SIDE WEAPONS---------------------------------------------- Category 4B: EXPLOSIVE MELEE SIDE WEAPONS---------------------------------------------- Category 4C: ELECTRIC MELEE WEAPONS---------------------------------------------- Category 5: TOP WEAPONSCategory 5A: PHYSICAL TOP WEAPONS---------------------------------------------- Category 5B: EXPLOSIVE TOP WEAPONS---------------------------------------------- Category 5C: ELECTRIC TOP WEAPONS---------------------------------------------- That's about it. Be sure to let me know your thoughts, thanks in advance! Also, be sure to vote.
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This.... is.... me.
~3L-UZ: Luxx
Last edited by Polarz on Sat Apr 15, 2017 3:14 am, edited 7 times in total.
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OmnipotentNAnonymus
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Post subject: Re: Major Mythical Items Buffs and Nerfs (ALL items in the vault Posted: Thu Apr 13, 2017 9:37 pm |
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Private 1st class |
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Joined: Sun Mar 27, 2016 5:06 pm Posts: 14
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generally pretty good, but still has a few problems
1. armor breaker is called that for a reason, make it so it drains resistance. 2. wot. did. u. do. with. da. AXES AND HAMMERS?!?!
would give more feedback but im on mobile and too lazy to write more
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Polarz
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Post subject: Re: Major Mythical Items Buffs and Nerfs (ALL items in the vault Posted: Fri Apr 14, 2017 9:43 am |
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Joined: Mon Dec 29, 2014 3:00 am Posts: 795 Location: Philippines, Angeles City Gender: male
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Thank you for the feedback, and here is my comment on your feedback.
So I agree with the armor breakers. I'll update it later on. The axes? I tried to make them less OP by making them consume energy. However, they'll deal more damage, heat damage/energy damage, and unlimited uses. That way, regeneration will be a really important aspect in mech building if you want to make your Heat Axes usable.
As I've said, it is to avoid making repetitive mech builds and one dominating the meta, in which EVERYONE in the game uses. But I'll be glad to hear out your suggestions as I'm pretty tired to think after writing all that, lol.
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This.... is.... me.
~3L-UZ: Luxx
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LovelyDeath
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Post subject: Re: Major Mythical Items Buffs and Nerfs (ALL items in the vault Posted: Fri Apr 14, 2017 11:03 am |
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Joined: Sat Dec 17, 2016 12:52 pm Posts: 485 Location: In my closet, bleeding to death
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they know balance is needed.
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Hello incompetent admins/devs Add back color kits Add access to low level items Remove pads Balance mythicals Etc
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OmnipotentNAnonymus
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Post subject: Re: Major Mythical Items Buffs and Nerfs (ALL items in the vault Posted: Fri Apr 14, 2017 4:50 pm |
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Private 1st class |
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Joined: Sun Mar 27, 2016 5:06 pm Posts: 14
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Finally on a pc to write professionally, yay. - So I understand Metrolens needed a buff (as I use it for my physical mech), but its resistance shouldn't only 2 less than Diamond Shell's. I'd say add more resistance to Diamond Shell and increase its health, like by 10 cuz 290 doesn't satisfy my OCD . - Triggered, resistance for electron resistance is 11, make it 12 lmao. - So uh, not explosive resistance for USA Mark? -The tractor's energy and heat damage kinda destroys the purpose for the boots. Maybe nerf it for the tractors? -Since the god-mode legs are a group, shouldn't they have same usage count? -Uh death punch is OP? -With all the other nerfs taking place, now Cooling Blocker is too OP xD. -With Infernal Axes being the main problem nowadays, this weapon in my opinion needs even more energy consumption cuz well uh compare it to Meltdown, even when buffed. -Electric axe is still OP. -Mayhem Battery need buffs. Every thing else, I'd say is well though out! I especially liked what you did with Godmode, the health was too OP and nerfing the health was just the thing to do. I also liked the fact that you upgraded pretty much every torso, cuz now mechs will have more diverse torsos. Lastly, tractors smell. no point in doing dis tho, no matter how much work you do for them, they just wont do it until they lose more and more money
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Polarz
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Post subject: Re: Major Mythical Items Buffs and Nerfs (ALL items in the vault Posted: Fri Apr 14, 2017 11:53 pm |
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Joined: Mon Dec 29, 2014 3:00 am Posts: 795 Location: Philippines, Angeles City Gender: male
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OmnipotentNAnonymus wrote: Finally on a pc to write professionally, yay. - So I understand Metrolens needed a buff (as I use it for my physical mech), but its resistance shouldn't only 2 less than Diamond Shell's. I'd say add more resistance to Diamond Shell and increase its health, like by 10 cuz 290 doesn't satisfy my OCD . - Triggered, resistance for electron resistance is 11, make it 12 lmao. - So uh, not explosive resistance for USA Mark? -The tractor's energy and heat damage kinda destroys the purpose for the boots. Maybe nerf it for the tractors? -Since the god-mode legs are a group, shouldn't they have same usage count? -Uh death punch is OP? -With all the other nerfs taking place, now Cooling Blocker is too OP xD. -With Infernal Axes being the main problem nowadays, this weapon in my opinion needs even more energy consumption cuz well uh compare it to Meltdown, even when buffed. -Electric axe is still OP. -Mayhem Battery need buffs. Every thing else, I'd say is well though out! I especially liked what you did with Godmode, the health was too OP and nerfing the health was just the thing to do. I also liked the fact that you upgraded pretty much every torso, cuz now mechs will have more diverse torsos. Lastly, tractors smell. no point in doing dis tho, no matter how much work you do for them, they just wont do it until they lose more and more moneyUpdated the list! I disagree with the cooldown blockers. It has a balancing factor; weight. It weighs 95 kilograms+ ! Same goes for the God Mode Legs series. If you notice, the Heat and Energy has the same 3 usages and 2 walk. The Physical (Steel Barricades) remains with 3 walk but 2 usages. The last sentence, yes, I know, that's true. But that's what game suggestions are made for right?
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This.... is.... me.
~3L-UZ: Luxx
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winglet789
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Post subject: Re: Mythical items balance and nerfs Posted: Sat Apr 15, 2017 11:33 pm |
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Joined: Sat Feb 13, 2016 8:12 am Posts: 139 Location: Wondering Aimlessly In The Arena Gender: female
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They wont balance anything , they just gonna nerf the current most OP myths and released another broken mythical in order to balance the game , just like how they nerfed the axes and buffed the rocket guns
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Mugen - Infinite Possibilities
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