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Elvick
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Post subject: Re: Balance Posted: Thu May 10, 2012 8:43 am |
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Joined: Tue May 01, 2012 7:41 am Posts: 192
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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. He's super easy to take down mid/late game. Just stay behind him. Froggy G is the best at killing him for me, because splash dash puts you behind him quick and tornado + shield does well at taking care of him too.Groggy F wrote: Omnisignificance wrote: I honestly hope that Ronimo ignores most of this thread for the sake of the game. Would you care to elaborate? Of course not. People need to stop posting that kind of thing. Either contribute, or leave.
Ronimo would be stupid and terrible developers if they just mindlessly made changes exactly as users say. It's like they think they would do no play testing or... you know, take what users say into consideration rather than treat users posts as ultimate decisions. *eye roll*
Honestly.
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Fuzia
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Post subject: Re: Balance Posted: Thu May 10, 2012 9:16 am |
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Joined: Sun May 06, 2012 2:55 pm Posts: 294 Location: Denmark
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I've said it before, and I'll say it again! GET RID OF LEVEL UNLOCKS! There is nothing more disturbingly annoying than restarting without all your skills, just to get trampled untill I get the right item for a build! Seriously, this is the worst balancing issue this game has, and after being Prestige 2 now, I understand why I hesitated for so long to prestige... it's really god damn annoyingly unbalanced when you can't have the same upgrades as high levels. -.-
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olivier
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Post subject: Re: Balance Posted: Thu May 10, 2012 9:26 am |
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Joined: Wed Apr 22, 2009 6:08 pm Posts: 155
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We have added a balance survey to the Awesomenauts Facebook! Share your opinion on the state of balance here: TAKE THE SURVEY!
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Benozkleenex
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Post subject: Re: Balance Posted: Thu May 10, 2012 9:33 am |
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Joined: Mon May 07, 2012 3:13 am Posts: 7
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Kinda agree that restarting at lvl 1 when you prestige is kinda sad because yuri gets his bomb dmg boost at 44 and hes my favorite character but since i only get to play one more lvl with this upgrade before prestige i play mostly leon cause i can do my build with his basic after prestige skill
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Artvarg
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Post subject: Re: Balance Posted: Thu May 10, 2012 9:39 am |
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Joined: Fri May 04, 2012 6:09 pm Posts: 10
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Few things that have been said already but seem to make sense to most people. Kind of a subjective summary. 1. Voltar: No solar-gain from healing Leon-Clones and own drones. Drones should not distract the enemy turret 2. Leon Invisibility should be canceled once you get hit 3. Yuri Don't cancel jetpack flight when hit. Instant bubble. Maybe cast while moving and maybe make the the bubble just a little bigger from start. 4. Froggy G. Hmmm.... I would do something with his splash invincibility. Maybe let splash only absorb 70%-80% of the damage. Couldn't find anything more people are agreening on. 5. Clunk Fix the hitbox for explosion (I know they're working on it already) 6. Sheriff Lonestarr Seems fine. As far as I recall most of these changes seemed to be OK with the majority of players, though I will not reread all 20+ pages to check if everyone is OK. These are also minor changes, since most people (including me) think that the game is fairly balanced as it is.
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Elvick
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Post subject: Re: Balance Posted: Thu May 10, 2012 10:12 am |
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Joined: Tue May 01, 2012 7:41 am Posts: 192
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olivier wrote: We have added a balance survey to the Awesomenauts Facebook! Share your opinion on the state of balance here: TAKE THE SURVEY! Finally you got it working. Tried multiple times today, but it wasn't working. 
Results are interesting... and prove that people aren't as stupid as some here would like to believe.
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gregnar
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Post subject: Re: Balance Posted: Thu May 10, 2012 10:30 am |
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Joined: Mon Apr 30, 2012 1:45 pm Posts: 49 Location: Poland
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My final thoughts:
Clunk: He's OK. Maybe a SD dmg upgrade should add more dmg to Clunk like 15 not 10. And SD reducers should be smaller with all maxed out he's turning in to walking explosion.
Lonestar: Basic bull should be weaker. This ability is like buy it and forget about upgrades and still work perfectly. There should be limit to dynamites staying on field like 6 (when max upgraded).
Froggy G: Around level 10 he's alright but at the beginning he's a bit underpowered. I'm not sure what would be good to change. First thoughts: stun at base should be longer (1 sec not 0,5) and tornado movement should be normal.
Yuri: Bonuses form warp bubble should be higher not much but a bit would be nice. Limit to the mines staying on field like 6 small and 2 big.
Voltar: Lower solar gain and lower drone dmg/drone reduce.
Leon: He's OK at the beginning but around level 12 he gets really OP. Can kill most A-nauts with few hits and can easily go for 1vs2 and win. He can keep current dmg but his life form upgrades should be greatly reduced. With unlimited stealth he should be waiting for right moment not jump in to the middle of the action kill 2 A-nauts with 10 slashes and go for droids. He should be like "drop in, kill, drop out not" not "drop in kill everything and wait for another round". Also his dmg to turrets core should be greatly reduced.
_________________ PSN: GREGNAR - Feel free to add me. Please add "awesome" to invite. Favourite A-naut: Froggy G
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Slickk NL
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Post subject: Re: Balance Posted: Thu May 10, 2012 10:50 am |
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Joined: Tue May 08, 2012 12:07 pm Posts: 21
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Artvarg wrote: Few things that have been said already but seem to make sense to most people. Kind of a subjective summary. 1. Voltar: No solar-gain from healing Leon-Clones and own drones. Drones should not distract the enemy turret 2. Leon Invisibility should be canceled once you get hit 3. Yuri Don't cancel jetpack flight when hit. Instant bubble. Maybe cast while moving and maybe make the the bubble just a little bigger from start. 4. Froggy G. Hmmm.... I would do something with his splash invincibility. Maybe let splash only absorb 70%-80% of the damage. Couldn't find anything more people are agreening on. 5. Clunk Fix the hitbox for explosion (I know they're working on it already) 6. Sheriff Lonestarr Seems fine. As far as I recall most of these changes seemed to be OK with the majority of players, though I will not reread all 20+ pages to check if everyone is OK. These are also minor changes, since most people (including me) think that the game is fairly balanced as it is. I agree with this post, especially the Leon change. I know you shouldn't always look at other games, but in most other multiplayer games your invisibility wears off once you get hit when you're in stealth mode. I've killed quite a lot of Leons by just randomly hitting in the air when he went into stealth mode on low health, but it seems weird he can escape that easily. About Lonestar, you could say his dynamites are too powerfull once upgraded but they're not powerful enough to one-shot an enemy and easily avoidable.
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Ares42
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Post subject: Re: Balance Posted: Thu May 10, 2012 11:02 am |
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Joined: Wed May 09, 2012 11:11 pm Posts: 6
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gregnar wrote: Lonestar: Basic bull should be weaker. This ability is like buy it and forget about upgrades and still work perfectly. There should be limit to dynamites staying on field like 6 (when max upgraded) They do time out. I think it's possible to have 9 out, but only for a few seconds.
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Auburok
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Post subject: Re: Balance Posted: Thu May 10, 2012 11:16 am |
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Joined: Fri May 04, 2012 7:34 pm Posts: 190
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I noticed, as fighting other Leons, that I kill stealthed Leons a lot, and I don't even have a ranged attack. I don't even pick stealth playing as Leon very often until either characters play really defensive on the opposing team, or I'm 5-7 levels below the opposition and can't take them on without some trickery.
Stealth is the only escape move Leon has, and it's not even a really good one if you are half-decent at tracking movements and anticipating, since most players tend to run in straight lines for the nearest turret wall to hide behind. If damage were to negate stealth, a Yuri would basically negate Leon's stealth in an instant by spiraling the laser in a circle quick. You'd basically make Leon's escape move worthless. It wouldn't even effect me very much, since I don't rely on stealth (teamwork tends to work better, including on people that use stealth/slow/life steal/all the OP stuff people complain about), but I guess I wouldn't mind fighting less Leons.
_________________ Gamertag: Auburok Steam: Auburok Baconbits wrote: Children please.
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