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Bangingdonk sick airshot1/8/2023 Lower damage of most MWP/Suittech skills. significantly buff) the formulas for skills that scale with scorched like plasmablade, incendiary, and conflagrate so they are actually worth using. So at 1 scorched stack they will die at 10% health. Each stack of scorched increases the threshold 10%. This also cements the focus of the Sunder kill path on the muscular subsystem.Ĭhange scorched stacks to require 10% internal each.Ĭhange Incinerate to be a health-based instakill. This puts Beast somewhat closer to what the other classes have in terms of instakill requirements. Lower the requirements for a successful Sunder to 50% muscular damage and a total of 80% muscular and internal. Here are a couple of ideas that are still very rough: I think this is where we should be looking first to get a clear idea of what we want the Beast kill path to be like and then work backwards from that once we have figured something out. With a relatively simple play style, this makes Beast kind of boring to play. This means that the Beast offence will almost always start with the same setup. ![]() Because of how similar the conditions are, what will be most effective for building towards one will be most effective for building towards the other. Both require a large amount of muscular damage and then have it topped off with extra muscular or internal damage for Sunder, or even more muscular and a few balances to apply scorched. The stars have to align too much for this one IMO.īoth Sunder and Incinerate have very similar requirements. *okay, if an opponent had Weakknees, we waited for them to do something that took more than 3 sec of balance, and immediately Legclamp and queue pound, we might make it in time. That could also be something to consider. Other than plasmablade/incin with multiple scorch stacks, I don't think there is anything that scales with raw number of afflictions in a subsystem. However, these interactions are fun and if their effects are worthwhile, I think they provide more strategic and fun combat. Other than airshot+Armvice though, these are not combos usually worth using right now for varying reasons, like prone not doing much currently, WB giving little subsys and no aff, scorch being bad, etc. We have some simple interactions like this already: WB when daze/stagger, arm or leg damage with Airshot/Hobble debuffs respectively, plasmablade with scorch stacks. Have certain attacks give additional effects if there is a combination of afflictions present. The Boot launch-up-in-the-air suggestion was along those lines. I think an interaction I would like to see introduced is something that scales with afflictions on our target. It is good in concept, and would be very strong, but maybe we can think of some other limitation other than a 5 minute cooldown. I like the suggestion of boot launching airborne for grapple, but I think writing this in the way you suggested hardly ever leaves room for the ability to be used. Vertigo would help provide an opening for this key ability. ![]() Currently there is *almost no way to use pound, as nothing in our kit will leave an opponent prone long enough. A big part of this class's kit is heavy muscular damage, and the best way to get that is Pound. The change to give Boot vertigo instead of winded is one I support. For the most part it matches the visuals of how I imagine somebody fighting as a BEAST would look. I agree with the general statement that the kit feels fun conceptually.
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