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32Gaming
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Post subject: God Mode Balance Idea Posted: Wed May 18, 2016 5:23 pm |
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Joined: Mon Nov 18, 2013 5:21 pm Posts: 417 Location: [Insert Location Here] Gender: male
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So, I love the idea of a super beefy torso and all, but not if it's "too" beefy. The God Mode torso has been running wild already, completely replacing other torsos in major builds. For instance, it has replaced Ultra Spade in energy builds because of the major hp it can reach. It has also replaced several heat builds. If you don't believe me, look at Time up and stuff. God Mode is a little over the top right now. I understand the -18 resistance is supposed to be it's balance, but it's hp completely makes this "balance" unnoticed. Also, you can just put on a mythical resistance module to pretty much solve the problem. I'm suggesting to make the cool and regeneration 30 instead of 40. I believe that the base 130 heat and energy are fine, but the cool and regeneration are too much. I think by performing this action, all the torsos will have some use. Again, you may not believe that my idea is good, but please put it into consideration. -32Gaming
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troyp
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Post subject: Re: God Mode Balance Idea Posted: Thu May 19, 2016 3:28 am |
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Joined: Wed Dec 04, 2013 1:32 am Posts: 23 Location: Arkansas Gender: male
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Nerf them 
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socialmisfit1
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Post subject: Re: God Mode Balance Idea Posted: Thu May 19, 2016 12:30 pm |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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I disagree with you entirely. 32Gaming wrote: Also, you can just put on a mythical resistance module to pretty much solve the problem false. the standard resistance for top level mechs is 10 or 11 and anyone who doesnt use resistance generally has a bad time (even the double novas these days) so if 0 resistance is bad then -7 is significantly worse. (which is what you get with an 11 res mod on godmode) think about it you're starting with negative resistance, anyone with drain weapons is gonna rip that *CENSORED* apart. I have been doing 1v1s this tournament and have defeated almost all the god mode torso users, as soon as you get a draoiner on them they're in a tough spot because you do so much extra damage. the high HP means very little when it melts away like butter. only person who pulls off god mode in 1v1 is fluxeon with his duel needles. as with any balanced torsos, there will be users who can use them to get ridiculously good ratios, but it goes for everything. point to a good torso and I'll point you to a build that works very well in top level play with that torso. god mode is no different. my two cents on the issue.
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32Gaming
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Post subject: Re: God Mode Balance Idea Posted: Thu May 19, 2016 5:09 pm |
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Joined: Mon Nov 18, 2013 5:21 pm Posts: 417 Location: [Insert Location Here] Gender: male
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Thing is that God Mode is replacing too many torsos in builds. Most notably Ultra Spade in electric builds. The resistance towards these energy builds doesn't mean much if you have enough health to back it off. I'm trying to express how the games balance of Mythical use is going badly, which is pretty important. I mean, who wants horrible, even useless myths out of a gold or mythical item box? No one. I agree that God Mode has a huge disadvantage in the -18 resistance, but with a good shield and enough health, that disadvantage can completely be eradicated as a problem. I also think that making God Mode 30 cooling and regeneration would not make God Mode underused at all in any way and it will also make the games mythical usage more balanced. I'm glad that you're giving me important feedback on my thoughts, though. Thanks!
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WarrMachine
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Post subject: Re: God Mode Balance Idea Posted: Thu May 19, 2016 8:16 pm |
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Joined: Sun Apr 27, 2014 4:15 pm Posts: 923 Gender: male
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32Gaming wrote: I agree that God Mode has a huge disadvantage in the -18 resistance, but with a good shield and enough health, that disadvantage can completely be eradicated as a problem.  He started the battle with -7 is all resistances, meaning he was using a +11 mythical multi resistance module. Can shields and health completely eradicate -40 resistance? Here's a hit.
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32Gaming
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Post subject: Re: God Mode Balance Idea Posted: Fri May 20, 2016 9:16 am |
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Joined: Mon Nov 18, 2013 5:21 pm Posts: 417 Location: [Insert Location Here] Gender: male
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I have a feeling you're putting into mind what I said about resistance and not the actual balance idea itself. Instead of correcting my thoughts on its resistance, I believe you should put into mind my idea of balancing the actual torso. The idea of 30 cooling and regeneration is actually a pretty good idea, yet you put only into your minds my faults on a whole different topic. The thread is called God Mode Balance Idea, not God Mode Resistance Issues. I understand that God Modes resistance is supposed to be its downfall completely, I'm pretty sure everyone does. What I think is that God Modes cooling and regeneration are over the top. I understand you're trying to correct my mistakes, but try to give me feedback on the actual topic itself, which is my nerf idea. Thanks again.
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socialmisfit1
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Post subject: Re: God Mode Balance Idea Posted: Thu May 26, 2016 2:24 pm |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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okay I agree with you that the stats are a bit above average
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Damirror
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Post subject: Re: God Mode Balance Idea Posted: Sat May 28, 2016 5:53 am |
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Corporal |
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Joined: Mon May 25, 2015 3:38 am Posts: 45 Gender: male
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The god mode stats are way above average, the cap and regen/cooldown is ridiculous. Energy mechs can't drain all the energy in one supernova without tiles and can't kill it off without at least a double hook or teleport. Combined with drones that require no energy, especially physical, there is no way an energy mech can win without an in-battle advantage, tiles or kits. A heat mech also has a lot of trouble, as they need pull weapons to keep the enemy in range to make the most of the god mode resistance. A god mode can easily shrug off the heat from a heat mech in one turn and continue to attack, meaning a heat mech has to be REALLY tanky to beat a physical god-mode( my 800+ hp heat mech with 20% energy shield lost to physical god mode and the shield didnt even break) As for a physical, it still needs to be very tanky to beat god mode, but not as much problems as the other 2 classes They really should do something about the excessive stats on god mode. Sure, make it a beefy mech, but dont make it a beefy mech that has high capacity and regen as well as cooling AND its lighter than galaxus, that is overkill.
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leon1122
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Post subject: Re: God Mode Balance Idea Posted: Sun May 29, 2016 10:13 pm |
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Joined: Thu Jul 18, 2013 10:25 am Posts: 1
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socialmisfit1 wrote: okay I agree with you that the stats are a bit above average That's what makes it mythical.
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32Gaming
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Post subject: Re: God Mode Balance Idea Posted: Mon May 30, 2016 7:00 am |
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Joined: Mon Nov 18, 2013 5:21 pm Posts: 417 Location: [Insert Location Here] Gender: male
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leon1122 wrote: socialmisfit1 wrote: okay I agree with you that the stats are a bit above average That's what makes it mythical. I assume you didn't read the entire conversation on this topic. The problem is God Mode is above average on other mythical torsos. God Mode is now the dominant torso for each power (heat, physical, electric). This is why it seriously needs a nerf, the game can't have one torso that takes the cake while other mythical torsos are being underused. Since God Mode has very good heat and energy stats, God Mode users can use a better shield than most other builds. The resistance effect usually only takes place near the end of the fight, where the God Mode torso has about 500 health left, so it's usually impossible to win. This is why I think God Mode needs 30 cooling and 30 regeneration. Also, I think making its heat/energy stats 115 would be good, too. Thanks for giving me your time.
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