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Buff certain AP augments


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Such as Freeze and Ricochet. If patch 642 is indeed happening, then I think Freeze AP needs a serious buff. It inflicts AP for 1 second, removes 45%of your damage and turns freeze into a waterhose. A second of AP based on critical hits is literally nothing, so I think the damage needs to be buffed or the AP duration needs to be buffed. I'd say either of these two would be good:

Freeze AP lets you deal stock damage, but -50% freezing and the ability to AP. Basically, a 45% increase in damage

or

Freeze AP applies AP for 3 seconds with the other things staying the same.

AS for Ricochet, using it is already hard enough. Making it happen with a crit is even harder, so I think the duration should be 4 or 5 seconds

Of course, if nothing is changing and the update is just an April Fool's joke (which I hope it is) then just ignore this lol.

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Declined

Under review

Will make a decision once we get to know the update better.

 

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I don't use AP Freeze much, but when I do, when I'm freezing an enemy, I stop shooting and then shoot again which reapplies the AP effect. You can repeat and do this constantly. Might not be ideal but it can help in some situations.

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15 minutes ago, mjmj5558 said:

@LOLKILLERTOTHEDEATHit seems that AP freeze id unchanged, it applies AP when shooting. So, there is no need to buff it.

Right you are, thankfully. If Freeze had gotten nerfed it would've been completely obsolete.

49 minutes ago, Alklines said:

I don't use AP Freeze much, but when I do, when I'm freezing an enemy, I stop shooting and then shoot again which reapplies the AP effect. You can repeat and do this constantly. Might not be ideal but it can help in some situations.

Doesn't shooting constantly keep applying AP?

 

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20 minutes ago, asem.harbi said:

Not sure about Freeze, but I think Ricochet is pretty effective and doesn't need a buff.. 4-5s is just a disgusting ?

Ricochet AP? It's by far the hardest to use because you need to bounce shots off something to apply AP. I'd say, if the AP was to get applied only on critical hits (AND when your shots bounce off something) then 4-5 seconds is fair because that'll be extremely rare anyways.

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53 minutes ago, LOLKILLERTOTHEDEATH said:

Ricochet AP? It's by far the hardest to use because you need to bounce shots off something to apply AP. I'd say, if the AP was to get applied only on critical hits (AND when your shots bounce off something) then 4-5 seconds is fair because that'll be extremely rare anyways.

Oooh now all of AP turrets does have critical shots implemented...    To be honest with the nerf for EMP Gauss (the biggest problem solved) and the nerfs for Railgun Augments I see now every EMP / AP Augment is in a real nerf now, I think developers are moving to balance them.   By the way, as Spy said.. You are too hurry to judge and ask for the balance before even you give us a chance to swallow or understand the update or even test it... So I think for myself, it's too early for me to judge now.

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3 minutes ago, asem.harbi said:

Oooh now all of AP turrets does have critical shots implemented...    To be honest with the nerf for EMP Gauss (the biggest problem solved) and the nerfs for Railgun Augments I see now every EMP / AP Augment is in a real nerf now, I think developers are moving to balance them.   By the way, as Spy said.. You are too hurry to judge and ask for the balance before even you give us a chance to swallow or understand the update or even test it... So I think for myself, it's too early for me to judge now.

Certainly better balanced than before. What worries me is dictator's supercharge allowing players to EMP enemies for 10 seconds with EMP Rail or stun them. Yeap, I figured I might as well suggest it if AP Freeze is going to get nerfed because to be honest, that nerf would be too much. No point in nerfing something into oblivion. Better to balance it.

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From my testing in the morning, AP Freeze and AP hammer were unchanged, I am unsure if there was another update while I was at work.

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2 hours ago, Akame said:

From my testing in the morning, AP Freeze and AP hammer were unchanged, I am unsure if there was another update while I was at work.

Oh is it? I've got only AP Freeze and Magnum and as far as I can tell there weren't any changes to them either.

2 hours ago, Tanker-Arthur said:

Not gonna lie, but the critical damage update messed up too much stuff in the game. 

To be honest, it also means that now we can have balanced EMP/Stun augments for all turrets, and it nerfed EMP railgun, Stun railgun and EMP salvo.

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39 minutes ago, LOLKILLERTOTHEDEATH said:

Oh is it? I've got only AP Freeze and Magnum and as far as I can tell there weren't any changes to them either.

To be honest, it also means that now we can have balanced EMP/Stun augments for all turrets, and it nerfed EMP railgun, Stun railgun and EMP salvo.

I don't know about a nerf really, now Rail EMP has a 10 second EMP and Stun Rail has a 5 second stun. I view that as worse, sitting behind a wall waiting for a 10 second EMP to wear off is not my idea of fun gameplay - as happened today when I faced EMP Railgun for the first time since the patch. It would be good - if they wouldn't have also massively buffed the effects to ridiculous levels. I have yet to face the horror of getting stunned for 5 seconds from range, but I'm sure I soon will. EMP should not ever be more than 5 seconds, nor stun more than 3.
 

39 minutes ago, LOLKILLERTOTHEDEATH said:

Oh is it? I've got only AP Freeze and Magnum and as far as I can tell there weren't any changes to them either.

This is strange - what was actually changed in the patch if "AP effects now only activate on critical strike", if both Freeze and Hammer are unchanged? That is quite clearly, not activating on critical effect only since both of them do have criticals now - and the criticals are not what activate the AP. But I view that as a good thing, as having AP only on crit for either would be terrible - especially for Freeze. Hammer might get away with it.

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3 minutes ago, DestrotankAI9 said:

I don't know about a nerf really, now Rail EMP has a 10 second EMP and Stun Rail has a 5 second stun. I view that as worse, sitting behind a wall waiting for a 10 second EMP to wear off is not my idea of fun gameplay - as happened today when I faced EMP Railgun for the first time since the patch. It would be good - if they wouldn't have also massively buffed the effects to ridiculous levels. I have yet to face the horror of getting stunned for 5 seconds from range, but I'm sure I soon will. EMP should not ever be more than 5 seconds, nor stun more than 3.
 

This is strange - what was actually changed in the patch if "AP effects now only activate on critical strike", if both Freeze and Hammer are unchanged? That is quite clearly, not activating on critical effect only since both of them do have criticals now - and the criticals are not what activate the AP. But I view that as a good thing, as having AP only on crit for either would be terrible - especially for Freeze. Hammer might get away with it.

Well yeah, I think either they should lower the chances of the effect significantly, or they should decrease the time back to what it was (which I think would be fine if it only happened on critical hits). Yeah, I have no idea if they actually did change AP augments at all or not. I have only the two, and I don't think they've changed. Strangely, I thought AP Hammer had changed and only applied the AP effect on critical hits, but Akame says that's not the case. Yeah, to be honest it would make AP Freeze much too weak if it was only on critical hits, especially given the other significant drawbacks.

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Just now, LOLKILLERTOTHEDEATH said:

To be honest, it also means that now we can have balanced EMP/Stun augments for all turrets, and it nerfed EMP railgun, Stun railgun and EMP salvo.

Yes, but it would've been better if the devs just nerfed those EMP/Stun augments separately.

Because this critical damage update made default Railgun OP, greatly buffed some Railgun Alterations that were already balanced, mad Smoky "lose" it's special ability, nerfed Hammer's Dragon breath a bit too much, and Vulcan practically shoots AP bullets a third of the time. It basically changed a bunch of things that didn't need changing (Dragon breath just needed a small nerf, but it got too much of a nerf).

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6 minutes ago, LOLKILLERTOTHEDEATH said:

Well yeah, I think either they should lower the chances of the effect significantly, or they should decrease the time back to what it was (which I think would be fine if it only happened on critical hits). Yeah, I have no idea if they actually did change AP augments at all or not. I have only the two, and I don't think they've changed. Strangely, I thought AP Hammer had changed and only applied the AP effect on critical hits, but Akame says that's not the case. Yeah, to be honest it would make AP Freeze much too weak if it was only on critical hits, especially given the other significant drawbacks.

Yes, 10 seconds EMP for instance is either a death sentence, or a huge time waster at the very least. It is just no fun at all to play against - even if they buff the augments in other aspects I would rather take more damage from shots, or face more frequent EMPs than face that. Ditto for the stun.

I see, I don't have any AP augments (except Freeze with my Mk4 Freeze/Magnum with my Mk1 magnum :( ) to check sadly lol. But for sure, if Freeze AP only activated on crits it would need a big damage and duration buff, with -45% damage and a 1 second intermittent AP it would truly be about the worst augment in the game. But I think they know that and wouldn't nerf it so badly, as it is an Ultra Container augment.

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13 minutes ago, Tanker-Arthur said:

Yes, but it would've been better if the devs just nerfed those EMP/Stun augments separately.

Because this critical damage update made default Railgun OP, greatly buffed some Railgun Alterations that were already balanced, mad Smoky "lose" it's special ability, nerfed Hammer's Dragon breath a bit too much, and Vulcan practically shoots AP bullets a third of the time. It basically changed a bunch of things that didn't need changing (Dragon breath just needed a small nerf, but it got too much of a nerf).

Is that so? Not much of a Railgun user, so I can't really say. As for Smoky, I don't really mind it. To me, what really makes Smoky special is its good balance of Fire rate, range and damage. Haven't used Dragon breath, so can't say much about it. As for vulcan, I don't often see protection modules, and even now the damage increase isn't that drastic, but hopefully it's altered in time for EMP/Stun Vulcan if that becomes a thing.

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On 4/2/2021 at 12:26 PM, LOLKILLERTOTHEDEATH said:

Ricochet AP? It's by far the hardest to use because you need to bounce shots off something to apply AP. I'd say, if the AP was to get applied only on critical hits (AND when your shots bounce off something) then 4-5 seconds is fair because that'll be extremely rare anyways.

It's not really hard to use, you just need to get used to it.

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Declined

After testing both augments out, I feel like both of them are fine (Ricochet AP is still one of the best augments in the game right now). Freeze AP may not be helpful for the user, but it is indeed helpful for its teammates. Based on that, the idea is declined. 

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On 4/2/2021 at 12:57 PM, LOLKILLERTOTHEDEATH said:

EMP/Stun Vulcan if that becomes a thing.

That would just be dumb.  And I have a Vulcan on my alt account.  It really would be dumb.

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