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30 minutes ago, thebest23 said:

just like tesla right?

I mean in the vlog they did mention that tesla may get unbalanced with the incoming new status effects.

Edited by MysticBlood

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Isida, which originally has the healing effect, can either do a high amount of healing or damage. This augment is good in both, and that’s pretty unfair. So I suggest nerfing this augment.

  • Isidas healing is 34,7826% of its damage, so I suggest the same parameter for this augment
  • The damage will be nerfed by 10%, because right now this is just a direct upgrade to the turret
  • The battle points for healing will be increased from 10 to 12 points

 

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On 7/26/2021 at 9:49 PM, MysticBlood said:

I mean in the vlog they did mention that tesla may get unbalanced with the incoming new status effects.

what do they mean may? isn't it already?

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On 7/26/2021 at 9:49 PM, MysticBlood said:

 new status effects.

so now tesla will be able to give you ap/emp/freeze/fire/stun/jammer(mabye)?!? a single tesla can already turn the tide of a battle.

It's like we are concrete and they are upgrading from a sledgehammer to a jackhammer. ?

now even more people will leave battles when a telsa comes... 

(I'm calling a alt that allows the tesla to heal itself and teamates using the electircty balls)

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please nerf viking. it is ruining all the fun from every single gamemode. i cannot enjoy anything anymore because of that hulls od. It drives everyone mad, and desbite several complaints, negative feedbackk, and obvius nummbers indicating, it has not been nerfed. this is priority number one. Nerfing viking is must. im seriusly considering to quit the game because of this hull, and that would really, really sucks, because i have invested a big, BIG amount of money into this this game. 

 

Please, nerf it. hard.

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On 7/27/2021 at 7:11 PM, mjmj5558 said:

Isida, which originally has the healing effect, can either do a high amount of healing or damage. This augment is good in both, and that’s pretty unfair. So I suggest nerfing this augment.

  • Isidas healing is 34,7826% of its damage, so I suggest the same parameter for this augment
  • The damage will be nerfed by 10%, because right now this is just a direct upgrade to the turret
  • The battle points for healing will be increased from 10 to 12 points

 

Not fussed personally, tho isida does have a higher crit heal, i dont want a battle point increase, idm a damage reduction, would make it do 2970 damage, would let a generic equal medium survive

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On 7/27/2021 at 2:11 PM, mjmj5558 said:

Isida, which originally has the healing effect, can either do a high amount of healing or damage. This augment is good in both, and that’s pretty unfair. So I suggest nerfing this augment.

  • Isidas healing is 34,7826% of its damage, so I suggest the same parameter for this augment
  • The damage will be nerfed by 10%, because right now this is just a direct upgrade to the turret
  • The battle points for healing will be increased from 10 to 12 points

 

Yeah this is something that always bothered me about this augment - it has better sustained healing and burst healing than SN isida (outside of crits), more range, and isn't completely helpless in a fight when alone, especially with the new shaft buff. I think Healing Emitters should keep its ability to burst heal consistently, but with an energy recovery penalty similar to rfm (but not quite as drastic) so that it can't keep up the consistent healing like it can now. I'm also a fan of the damage reduction like Akame said - just under 3000 damage. 

 

As for healing score increase, I don't really know if it's necessary, as the other "bypasses" to protection (ap, EMP, criticals) don't inherently give score, and that's how Healing Emitters is designed - as a second "bypass" augment for shaft, alongside AP. 

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Hello there,

  As most players know, Currently Vampire Nanobots is the most powerful augment in the game because unlike the other exotic augment for shaft 'healing emitters' it benifits the player itself and not the team healing him self over and over with the help of drones and team mates he is immortal. Even in a tesla vs Vampire Nanobots no supplies or drones fight the Vampire Nanobots still wins which makes the MM experience for not maxed out players really difficult and not pleasing.

I'm not a devoloper so I can really give the best choices to buff or nerf but as i offered a problem ill offer a soloution to be taken for example.

What can be nurfed :

  • 25% of the damage you deal is added to your HP  instead of 
    • 50% of the damage you deal is added to your HP
What can be buffed in the process
  • Allies will be healed at just 10hp / tick    instead of  
  • Allies will be healed at just 1hp / tick
Edited by xXTrueLegend
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I don't consider Vampire Nanobots to be wholly broken like some other UCs augments. And that's because while it does make them survive longer, they give up something big, something that can give them score reliably. 

 

I've fought Vampire Nanobots players and the only ones that really give trouble are those using Defender or Crisis. Every other Vampire were easy enough to deal with when you pile enough damage on them. 

 

 

 

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Just now, Spy said:

After using it for a few days I do agree that it needs a nerf.

I only used it for less than an hour on the test server and I already knew it needed a nerf. 

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Just now, TheCongoSpider said:

I don't consider Vampire Nanobots to be wholly broken like some other UCs augments.

True, because Isida's "weakness" is its short range, so anything from Tesla to Shaft can destroy it pretty easily if they are skilled enough to keep their distance and prevent the Isida from leeching their health and become undying. Although, it is really annoying that it becomes nearly impossible to kill once it has locked onto you.

 

Vampire Nanobots is mainly just absolutely broken against Firebird, Freeze, other Isidas, and B0-NK if it ever comes because those turrets all have the same or less range than Isida itself :(

Edited by Tanker-Arthur
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Just now, Tanker-Arthur said:

Vampire Nanobots is mainly just broken against Firebird, Freeze, other Isidas, and B0-NK if it ever comes because those turrets all have the same or less range than Isida itself :(

It's a counter to Vulcan as well. Isida itself is a counter to Vulcan with its healing. If MM puts me in a small map and there are at least 2 enemies using Isida, I leave. It's not worth the effort, especially after the Driver nerf. 

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2 hours ago, numericable said:

I need it before it gets a nerf xD

I agree that 50% is too much but 10 hp is still too low, i would say 100 hp is good if damage is reducted by 25%.

Hmmm, I think bringing it back to 100hp is too much, as a normal Mk8 Isida without any augments heals 100hp per tick. With Vampire Nanobots equipped, its basically a buffed version of Mk8 Isida as it can heal the same while healing itself while damaging enemies.

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53 minutes ago, Spicy_Crabs said:

Hmmm, I think bringing it back to 100hp is too much, as a normal Mk8 Isida without any augments heals 100hp per tick. With Vampire Nanobots equipped, its basically a buffed version of Mk8 Isida as it can heal the same while healing itself while damaging enemies.

Yes but it should be strong enough to carry ennemies, thats the role of isida, also, when equiped vampire nanobot, we have to give up on using adrenaline augment and as it is a melee weapon, if damage is reducted by 25% its healing power should be buffed too as it is a pay to win exclusif UC only augment. I wish i could get it.

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Tesla's range is much greater. Isida is the weapon with the shortest shooting distance. Therefore, it should remain the strongest in close combat.

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7 hours ago, TheCongoSpider said:

I don't consider Vampire Nanobots to be wholly broken like some other UCs augments. And that's because while it does make them survive longer, they give up something big, something that can give them score reliably. 

 

I've fought Vampire Nanobots players and the only ones that really give trouble are those using Defender or Crisis. Every other Vampire were easy enough to deal with when you pile enough damage on them. 

 

 

 

They removed it from the game years ago because it was too OP.

With same 50% vampirism as before, how is it not OP today?  And don't forget it does a lot more damage than when it used to have this ability.

And those equipping this augment really won't suffer a scoring penalty at all.  You think they equip it so they can heal?  

Edited by wolverine848
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7 hours ago, TheCongoSpider said:

I don't consider Vampire Nanobots to be wholly broken like some other UCs augments. And that's because while it does make them survive longer, they give up something big, something that can give them score reliably. 

It's like what RFM Shaft was in the past year, it was become really OP in the arcade shots in expense of lesser sniping damage. Like if Tanki have forgot that players will use it as an attacking turret than using it in sniping.

Now with the OP Vampire Nanobots, players will basically ignore healing mode. Which is common sense. Compare it to Firebird and Freeze, they have lesser damage and inability to recover health like Vampire Nanobots. Or you think Firebird&Freeze deserve it because they don't have a nerf in healing like Isida Vampire Nanobots?

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I have Vampire Nanobots, and it’s not as OP as you think, probably because I don’t use Defender. 
It’s easy to out-DPS a Vampire Nanobots’ self-heal (143 HP per tick at Mk8 with a maxed drone. That’s not great.) When I fight against most turrets it only slows down the inevitable and winning an encounter relies on what hull is being used by the other person. For example, I’m more likely to win against light hulls. But that’s the case for every turret. ¯\_(ツ)_/¯

I also find myself quickly running out of juice and everyone knows that you only heal yourself when you’re actively attacking, so I’m stuck healing maybe 280-ish health at a time, with long breaks in between. Melee turrets can out DPS that with ease and other turrets easily exceed that number with one hit.

Not to mention that Isida as a whole has its own drawbacks. It’s hit-registration is very finicky unless you have EXCELLENT ping. I don’t, as on average my ping is around 100-110. As a result I miss a lot of tanks that I SHOULD have latched on to. 

Edited by GrayWolf8733
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12 minutes ago, wolverine848 said:

They removed it from the game years ago because it was too OP.

With same 50% vampirism as before, how is it not OP today?

The vampirism is a fixed number of healing and not dependant on the damage you deal to an enemy. 

 

The ranged turrets have increased in power over the years to deal with melee turrets easier before they get into range.

 

It is exclusively for offense. It has no way of gaining points outside of combat with enemies, unlike Stock. 

 

19 minutes ago, wolverine848 said:

And those equipping this augment really won't suffer a scoring penalty at all.  You think they equip it so they can heal?  

They are when they pass allies that are injured. Firebird and Freeze can only have their kills stolen. Isida can have its kill stolen, and then heal an ally to gain more score. Isida has something to fall back on as it is not wholly offensive like Firebird and Freeze. 

 

I've made sure to note my experience with Vampire Isidas that weren't using Defender or Crisis. If the armour boost and the smart cooldown reduction that Defender gives weren't so broken, this augment wouldn't be so bad to face. 

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17 minutes ago, GrayWolf8733 said:

I have Vampire Nanobots, and it’s not as OP as you think, probably because I don’t use Defender. 
It’s easy to out-DPS a Vampire Nanobots’ self-heal (143 HP per tick at Mk8 with a maxed drone. That’s not great.) When I fight against most turrets it only slows down the inevitable and winning an encounter relies on what hull is being used by the other person. For example, I’m more likely to win against light hulls. But that’s the case for every turret. ¯\_(ツ)_/¯

I also find myself quickly running out of juice and everyone knows that you only heal yourself when you’re actively attacking, so I’m stuck healing maybe 280-ish health at a time, with long breaks in between. Melee turrets can out DPS that with ease and other turrets easily exceed that number with one hit.

Not to mention that Isida as a whole has its own drawbacks. It’s hit-registration is very finicky unless you have EXCELLENT ping. I don’t, as on average my ping is around 100-110. As a result I miss a lot of tanks that I SHOULD have latched on to. 

Try using max lifeguard drone with this augment. Its pretty strong and fun lol. As you are self healing if someone tries to one hit you your life guard is an insurance. But if your skilled enough, you can actually keep cycling repairs and reuse the drone again if you stall long enough. Lol. Thats how I would use this augment, on lifeguard. 

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