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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 2:40 am 
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All characters can take down a turret by themselves quickly, if ignored.

Lonestar can use his bull as a shield, run up to the turret, throw dynamite and get a few shots in, and run.
Froggy G can dash into a turret, activate his tornado while soaking up damage with the shield, and run/dash away.
Leon can use a walking/attacking clone as a shield, run up to the turret, get a few slashes in (with decloaking boost), and run.
Clunk can run in while soaking up damage, explode and get a few shots in, and run. Biting a neutral creep or two will get you all health back.

That Voltar and Yuri can damage a turret continuously, instead of in bursts, is irrelevant. What matters is HOW quickly a character can do it. On this point I agree with nerfing Voltar's ability to damage turrets. In my opinion, it should be one of, if not the, weakest in soloing turrets. Currently, he is the fastest.

I agree with the general consension of this thread that turrets should ignore drones, unless there are no other targets in range. This would nerf Voltar's turret soloing effectiveness to an acceptible level.


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 2:55 am 
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And you don't think being able to do it continuously would be inherently FASTER than going in, short burst of damage, running away? o_O

And, to be fair, it'd be kind of okay if Voltar could demolish a tower on hsi own if he wasn't ALSO able to dish out massive damage to players while running circles around them... He's no Leon/Froggy G hero killer, but he has some SERIOUS DPS...


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 3:30 am 
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Please don't Nerf any Awesomenauts. I BEG of you! All that it would do is make players who like that character like them less. A very easy way to fix the balancing issues with heroes, turret's, and bots is to make others better. Yes Voltar is good and a team with him does seem to have a better chance of winning, but just make other characters better so they have more of a chance. There's also teams that work together. If you feel defeated, it's most likely because the other team is working together and your team isn't. Don't Nerf. Buff.


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 3:53 am 
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Akuzuma wrote:
And when you use it with Chrono Rift and Time Primer you will not let anyone escape your grasp. :)


I wonder if there are regional or platform-based glitches in the game. I play on Xbox 360 and I've never seen Chrono Rift or Time Primer actually cause an opponent to struggle at getting away. It doesn't help that outside of being at turrets, I rarely want opponents to stay close to me. I'm usually trying to fend them off.

I'd be willing to give Yuri another go, but my experience with the game and the experiences of others (look at the leaderboard) don't seem to give Yuri much competitive clout.


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 3:56 am 
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Please for the sake of the game don't rush nerfs, in my opinion the characters are almost perfectly balanced, and if you don't adequately test the affect the nerfs would have on said character if released, it could ruin all balance that used to exist. Take your time in nerfing the characters just right, I'd rather have it take awhile and come out perfect then have a quick but broken fix.

Here are a few of my thoughts on the characters and changes they could use:

Something I've noticed is how incredibly expensive Yuri's upgrades are, this is my only problem with the character and besides this he is a very fun and skill involved character that requires a player to try more than most of the others, but there is nothing wrong with that. However I feel I should point out my experience with Yuri is limited so don't jump to conclusions with my assumption on his pricing as I don't want to ruin him for the hardcore Yuri lovers.

Leon is fine the way he is, I find him personally to be the most overrated and easily dealt with character but that is my personal opinion. I can't understand why some people go as far as to call him the best, but I would beg you not to apply any serious nerfs to him as that would render him useless.

Lonestar is an underrated character, and in my opinion one of the best. He is also fine the way he is with no problems to speak of that I have seen. Some people have been saying his bull should work point blank but this is an unnecessary and unfair change, if you need the bull to work point blank to get your opponent away from you then you probably shouldn't be giving feedback on it.

Froggy G is a very powerful character that often upsets me with his easymode cooldown, cooldown, stun combo. He can seem overpowered at times but my experience is that he is only barely so due to how low his damage against towers is. My only suggestion for him is to turn waterdash invulnerability into an upgrade instead of making it some cheap game mechanic, that way he can either choose between dashing at me every three seconds or denying my well earned kills like he currently is.

Voltair is a very powerful character I'll give him that, infact you could call him borderline cheap without a Lonestar on your side, (his obvious counter, crowd control and three sticks of dynamite to the face). My only suggestion for him is to either (slightly) lower his drones base damage, or his base health. I have no problems with his solar gain and healing, but if a damage character goes up against him 1v1 with just basic attacks, the damage character should win. That's what I like about Yuri, he actually fits the supporter role closer to the way a healer should.

Clunk is well.. I'd have to say the easiest character to use once you understand the way his abilities work. He isn't overpowered, but his self destruct can seem borderline cheap when he drops from an above platform with it already charging. I can't really think of a way to fix this trick though without breaking the character, as this ability is very necessary for keeping players away from you when playing Clunk. I suppose all you can do is hope you have a scout in the right place at the right time, but that means one less gun for the confrontation happening below at times.

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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 4:01 am 
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Deadpool wrote:
And you don't think being able to do it continuously would be inherently FASTER than going in, short burst of damage, running away? o_O

And, to be fair, it'd be kind of okay if Voltar could demolish a tower on hsi own if he wasn't ALSO able to dish out massive damage to players while running circles around them... He's no Leon/Froggy G hero killer, but he has some SERIOUS DPS...


Not to be rude, but you missed my point. I explicitly said that Voltar is the best turret killer. My point was that we were focusing too much on the continuous/in bursts thing, instead of general effectiveness. For example, Yuri is the epitome of continuous turret damage, but I'd consider Lonestar a better turret soloer.

EDIT: misread last bit of your post.

I disagree with you on Voltar's turret soloing ability. I don't think that a support class that also has plenty damage output should be able to solo turrets the easiest of all the characters as well. Turrets should ignore Voltar's drones, dropping his turret soloing effectiveness to acceptable levels (i.e. (one of) the worst).


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 4:47 am 
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digitallimit wrote:
Akuzuma wrote:
And when you use it with Chrono Rift and Time Primer you will not let anyone escape your grasp. :)


I wonder if there are regional or platform-based glitches in the game. I play on Xbox 360 and I've never seen Chrono Rift or Time Primer actually cause an opponent to struggle at getting away. It doesn't help that outside of being at turrets, I rarely want opponents to stay close to me. I'm usually trying to fend them off.

I'd be willing to give Yuri another go, but my experience with the game and the experiences of others (look at the leaderboard) don't seem to give Yuri much competitive clout.


I play on the ps3 but if you would like. I could make some videos on my Yuri builds. I can try explaining it but I'm no good at telling people how to use certain abilities lol. Also it isn't really meant to kill people sometimes. It is mainly to allow your teammate to kill the opponent or you can use it to get escaping heroes. Which works really well, especially on Clunk users.


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 5:34 am 
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Groggy F wrote:
I disagree with you on Voltar's turret soloing ability. I don't think that a support class that also has plenty damage output should be able to solo turrets the easiest of all the characters as well. Turrets should ignore Voltar's drones, dropping his turret soloing effectiveness to acceptable levels (i.e. (one of) the worst).


Well, there is nothing that says he is ENTIRELY support and not, say, siege. He COULD be a siege character, wouldn't really break the game. Just lower his DPS against human players.

Or lower his effectiveness against towers (as you reccomend) and leave him pretty descent at hero killing. That's fine too.

I'm just not a an of him having BOTH... THAT'S where I find him broken. Combine him with Leon (who ALSO excells at BOTH) and they're essentially the best combo in the game...


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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 5:41 am 
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I'm not sure if this has been talked about on here yet, but my only main change would have to come with the Solar Boss.

As it stands right now I completely ignore him, even thought he seems like a really cool dude :[ The guy is pretty tough with his high damage and the threat of other players lurking about. But the reward for killing him is really low imo. My idea would be to add a little more credits for the kill or maybe have another super droid spawn when you kill him.

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 Post subject: Re: Balance
 Post Posted: Thu May 10, 2012 6:22 am 
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the_greedy wrote:
I'm not sure if this has been talked about on here yet, but my only main change would have to come with the Solar Boss.

As it stands right now I completely ignore him, even thought he seems like a really cool dude :[ The guy is pretty tough with his high damage and the threat of other players lurking about. But the reward for killing him is really low imo. My idea would be to add a little more credits for the kill or maybe have another super droid spawn when you kill him.

As far as I can tell, he gives about 25(I have no evidence of this) solar for a kill, and full HP, and I can solo him with most characters at lvl 10, so I don't see any problem. He's really easy if you learn his "attack pattern". c:

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