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Ability ideas for the pre gunner update gunner lines

1 respuesta [Último envío]
Jue, 08/22/2019 - 10:57
#6251
Zincamania-Forum
I don't like the ones that

I don't like the ones that spawn additional projectiles per shot. Too much spam and just a basic damage bonus really on those attacks.

I really like the Long shot, I think it should be added to all of them except maybe Shadowsun. That way you have a clean new ability that makes sense, isn't too overpowered (guns are already very powerful) and gives gunners a reason to use something other than black kat. I feel like Shadowsun with the +4 damage bonus is already the best out of the original gunner armors so giving that an equally powerful range increase will still leave justifier and nameless and deadshot less used.

Shadowsun could get the Gun Resolve ability which is nice to have but only helps defensively, so it doesn't make Shadowsun more attractive compared to Justifier or Nameless. Gun Resolve is also a nice idea because it mostly encourages good shields which are underrated by most players (getting some % hp back on SSB doesn't help much, but refilling a % of a grey owlite will be noticeable)

Some suggestions:

Breakthrough could be nice to put on the weaker armors. It could also be a % chance to penetrate to keep it from becoming too OP, and in any case it only helps if you align your shots to be able to hit 2 targets if they do happen to penetrate the first.

Malice could work as well, Autoguns wouldn't be that OP with them because missing 1 bullet would reset the bonus. It's only really against Vanaduke that you don't miss any shot and the bonus actually matters. For example against trojans you might also not miss any shot, but Blitz already one shots trojans anyway. If you want armors to have malice, you could start them off with a damage penalty of medium, where Malice allows them to gain the equivalent of +3 damage. That way if players miss their shots, their armor gives them -2 damage (they can still equip +6 from trinkets+perk, resulting in +4 base). If they hit all their shots, their damage will ramp up from +4 (+6 -2 base) to +7 (malice would bypass the damage cap since it is not damage bonus increase, but a separate modifier.

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