Forums › English Language Forums › General › Suggestions

Recherche

Make the 01/04/12 Monster Nerfs Tier Specific

3 Réponses [Dernière contribution]
ven, 01/06/2012 - 15:11
Portrait de Bluescreenofdeath
Bluescreenofdeath

I love the new brandish charge. I had noticed how similar the old one was to Retroid blasts & was envious of their range and consistency. Well done there.

However, if your goal was to try to get ride of endgame players, then well done with the monster nerfs.

I think OOO needs to go back and make the 01/04/12 monster nerfs tier specific so that they are not applied to T3, or at least Stratum 6. The last thing this game needs is to be easier (at least at current end-game unless you want it to be literal-the-end-time-to-uninstall-game).

ven, 01/06/2012 - 16:20
#1
Portrait de Maeko
Maeko
Except for the mid-bite

Except for the mid-bite teleporting alphas. Unavoidable attacks should never be brought back into the game.

NEVER.

ven, 01/06/2012 - 17:25
#2
Portrait de Nicoya-Kitty
Nicoya-Kitty
I wouldn't mind a certain

I wouldn't mind a certain amount of turning being added to the T3 alpha's 3-bite combo, with a limited turning radius. The problem I had with it before was that it was completely unpredictable: sometimes they'd turn, sometimes they wouldn't.

I think the retrode beam nerfs were to prevent you from getting nailed from offscreen. It was very easy before to get hit with a retrode beam from one that you couldn't even see. Much like wolvers teleporting mid-attack, it makes it an unavoidable attack.

For the post-spawn delay, I wouldn't mind seeing it restricted to attacks only. IE, for one second after spawning the monsters can't attack, but can still walk around and chase you. It looks a bit unnatural for them to just be standing there.

Retrodes and Zombies were relatively unique in their ability to turn while charging an attack, and I think pretty much everyone agreed that their arms were a bit longer than they looked. That particular combination made it almost impossible to dodge an attack if you happened to walk past one too close, which was especially troublesome for bombers. As with the alphas, I think a limited turn rate while charging the attack wouldn't be out of place for T3.

ven, 01/06/2012 - 18:05
#3
Portrait de Nacho
Nacho
They should add an evil

They should add an evil turnip at the core. Just saying

Créé avec l'aide de Drupal, un système de gestion de contenu "opensource"