The catapult (I think...what the knights use) is ridiculous. Literally the only time i have survived it was when i had a shield boost and most likely nearly full health. The samurai (forgot which character) bow and arrow is ridiculous. My main is warlord and he has high HP and it ALWAYS takes away more than half of my health....Yea that's a real fun and fair way to start off an elimination round.
Please give your opinions
Given the warlord can self revive, there is a little bit of the pot and kettle there in terms of feats. I can't speak much for catapult, I keep second wind and banner for when they are breaking and I am holding zone to prevent revives in dominion, I guess I would use it for a deciding round in elimination.
Very true i didn't even think about that, auto revive should be taken outOriginally Posted by CandleInTheDark Go to original post
Yeah though the damage feats are lame and a little Op imo. Most of them save for kunai, axe throw, spear toss can be dodged on reaction. Sure there will be times you will be in a situation where you couldnt dodge them but hey it adds flavour to the game. Of those mentioned I only think valk spear throw needs a nerf. long bow damage except it's not nearly as easy to dodge? Pretty much can't dodge it on reaction at all. Makes no sense.
But moving on, I think some of the passives are way more OP and in need of nerfs or even removal. Thick blood for one creates a huge imbalance for those that use it against Nobu in particular, if you're a nobu main and have fought those using this passive I'm sure you feel the same. The amount of damage nerf that this does to nobu in particular is incredibly unbalanced. Then we look at warlord, why does a heavy have the tier 1 deadly feat for extra damage? Not to mention it goes with tier 2 flesh wound for damage reduction and and then can also get tier 3 increased health AND THEN tier 4 auto revive. Like has anyone ever noticed how ungodly tanky this chump gets? 2 nobu heavies barely even do a 1/4 of his health. Yet the WL can kill the nobu in 3 heavies alone. This build alone is so unabalanced that I feel even after his nerfs and nerfs to revenge it will still be ridiculously difficult for 2 or 3 people to kill him unless he is terrible or shugoki grabbed. You can even change out the tier 3 extra health for punch through which lets him do 12 damage on block with lights? Wtf is that? I'm all for chip damage but a passive granting you damage on block close to some characters unblocked lights is just silly.
Also why does PK have the tough as nails damage reduction feat, she is supposed to be squishy glass cannon, don't make her more tanky than all but the heavies of the game. Makes no sense.
But just think that these passive once unlocked are always active and the players are always benefitting from them from then on. A person generally only gets 1 catapult/arrow storm/fire flask per game and maybe 2 longbows, javelins or whatever else a game maybe more if running CD reduction gear.
I should also mention conq's heal on block as well, if he turtles up in revenge instead of attacking he can easily be back to full health by the time revenge is over. So yeah I think the passives in th egame are far more unbalanced and in need of nerfs or removal in some cases like deadly for WL and damage reduction for PK.
Yes, any damage you do in any way is affected by your attack stat. As well as boosted by revenge mode and subsequently increased again with the revenge attack stat.Originally Posted by Felis_Menari Go to original post
For most people the feat selection becomes a one time choice. They pick the feat on each tier that they think is best for their style and don't alter them. I believe the feat system should be revamped entirely. If I were at the helm, the feats would be broken into categories and there would be a generic list that every character could pull from. Each character would then have the default selections or choose from equivalent feats that are category specific (vanguard, heavy, assassin, hybrid). The tier 3 and 4 feats would add completely unique feats for that character. Now you have a huge selection for each character and if well balanced, you will see it adding a great variety to the loadouts that exemplify playstyles. Next I would have the system altered to selecting three at each tier that could be adjusted mid-game from the death screen and upon unlock would give you the option to slot the one you want. This would work with a sub-menu on the death screen and for the initial selection during game, an icon would appear next to the renown gauge. You then press the d-pad down or 4 on keyboard to bring up the options into slots 1,2, and 3. Press the slot of the option you want and it is loaded. Note that in this system you would still have 4 feats but at least one would have to be passive (not that this is at all uncommon anyway as I cannot recall ever seeing a character loaded with 4 active feats). I believe this would allow more varied interactions in game play and give more flexibility so that you can adjust to situation rather than just having a standard loadout. This is a complex rework that I would have loved but realistically I do not see this much modification going into a system on a live game.
If the system would not be changed then they definitely need a rebalance. As to the specific feat called out in your original post; there are several options for dealing with this other than a damage nerf. If you were to increase the reaction time it would allow players a better chance to escape but the end effect would be having the feat become almost useless for many. You could also remove the friendly fire damage reduction so that when they drop it on you and a friendly, both are killed. I see this feat most often being used to kill an enemy mid-fight. They have almost no reaction time since they have to disengage and flee immediately and it typically results in the friendly taking between one and two bars of health damage while the enemy is wiped out. One thing that would be nice to change is not making the target downed but executed instead. Currently since there is no penalty for hurting or killing your teammate, you can drop it on a fight your teammate is losing and simultaneously down the opponent and your teammate, allowing you to revive your teammate to full health. This grants the ability to use it for both damage and healing as well as making its utility as a ranged attack weaker as you may kill with it but cannot protect the kill from enemy revive. The only reason I propose alternatives is that damage is such a relative stat in this game. Gear 108 may have a significantly higher attack and damage output or the target may have access to defensive feats and health buffs making damage a very inconsistent point of balancing feats as the game stands today. They could also just remove the modifiers and have the feats deal damage consistently.
That sounds utterly ridiculous. Feats that do damage get buffed/rebuffed by attack stats, but there are other feats that don't benefit at all. Where the **** is the balance in that? Feats should have fixed values, me thinks.Originally Posted by CaptainPwnet Go to original post