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Some drawback to the Heart Trinkets.

10 respuestas [Último envío]
Jue, 03/27/2014 - 12:55
Imagen de Glacies
Glacies

Trinkets as we all know them provide boosts for a gradual price of Crystal Energy every 30 Days. The main problem really is the Health Trinkets are somewhat... Overpowered. I propose that these Trinkets receive some form of drawback.

An example would be:

Chaos Penta-Heart Trinket:

  • Health Increase: +8
  • Attack Speed Decreased: Low
  • Damage Bonus Decreased: Low
  • Movement Speed Decreased: Low

Titan Penta-Heart Trinket:

  • Health Increase: +6
  • Attack Speed Decreased: Low

Frail Penta-Heart Trinket:

  • Health Increase: +6
  • Damage Bonus Decreased: Low

Heavy Penta-Heart Trinket:

  • Health Increase: +6
  • Movement Speed Decreased: Low

Charged Penta-Heart Trinket:

  • Health Increase: +6
  • Charge Time Increased: Medium

As this provides some drawback to the overpowered nature of the Health Trinkets while still keeping a somewhat use to them without completely blowing it out of the water while still allowing customization to your play-style.

Jue, 03/27/2014 - 13:19
#1
Imagen de Quartiq
Quartiq
Interesting

And I like it. +1
Of note, pure bombers will be able to just choose the Frail Penta/Titan penta (although I'm assuming one of these is actually supposed to be damage reduction) with no disadvantage but as that class needs love, I don't necessarily see that as a bad thing. My only concern is if the penalties are enough, as damage reduction med for +12 Hp doesn't seem that harsh. (I do realize though that you just chose those as an example.)

Jue, 03/27/2014 - 13:35
#2
Imagen de Thunder-The-Bright
Thunder-The-Bright
gods ain't gonna help you, son.

if you think that low penalties will do, you obviously miss UVs ad a way to get rid of your drawbacks easily. heart pendants need to be nerfed, not to add drawbacks.

Jue, 03/27/2014 - 14:38
#3
Imagen de Deleted-Knight
Deleted-Knight
Overpoweredness applies only to Lockdown

Some people rely on trinkets to do well in the clockworks. Nerfing trinkets is not the solution imho.
You need to change the PvP system, not the things you bring into the PvP system. OOO likes the fact that trinket players can dominate, because that provides pressure for non-trinket players to get them, bringing in more revenue (via energy purchase). The problem is that trinkets are so overpowered, it can often decide the match, which defeats the point of PvP.

Jue, 03/27/2014 - 15:44
#4
Imagen de Skepticraven
Skepticraven
↓

Dont forget to have their bonus capped for stratums.

Ex:
5* pend (+6) gives 1* equivalent in S1 (+2).

Jue, 03/27/2014 - 22:19
#5
Imagen de Fehzor
Fehzor

I really don't think the heart trinkets are that great in PvE. They're good for setting up, but once you find a vitapod +6 they're fairly arbitrary and would find better use replaced by a hefty +4 to some weapon. Skeptic's argument is really the only one to consider here... bringing +12 health into T1 or even T2 turns you into a defensive messiah.

If this nerf is for PvP, then perhaps giving all heart trinkets "Damage vs Players Decreased: low/med" would be the way to go. As for the "pure bombers can abuse this" I don't think those pure bombers are the big scare in lockdown when it comes to who is cheesing the system with heart trinkets, especially with the gunner update looming over us this upcoming last November.

Vie, 03/28/2014 - 23:29
#6
Imagen de Hexzyle
Hexzyle

5* Tri-Heart Pendant = +3 Health
4* Dual-Heart Pendant = +2 Health
3* Heart Pendant = +1 Health

All other pendants go bye bye.

Sáb, 03/29/2014 - 11:03
#7
Imagen de Sandwich-Potato
Sandwich-Potato

What about True Love Lockets and the Gift of Autumn?

Sáb, 03/29/2014 - 12:16
#8
Imagen de Fangel
Fangel
I feel those are good as is

True Love Lockets are rare as it is, so keeping them as they are now would make them desirable again. If we need to nerf them slightly, take away one HP from them but don't have any drawback. The Gift of Autumn seems nice as it is. If we were to add anything to it, maybe poison vulnerability equal to that of the ice resistance? Similar effects could be added to the Grand Solstice Ring.

Dom, 03/30/2014 - 02:11
#9
Imagen de Theirillusion
Theirillusion

+1 Screw them up in some way.

Lun, 03/31/2014 - 13:21
#10
Imagen de Sweet-Hope
Sweet-Hope

+1 if it only its for pvp then yes they should have some kind of drawback.

well if this thread its to propose some kind of drawback how do you guy think this would work:

Trinkets only works as temporary bonus, on every game start or every time a player revive, they get their health with the health bonus from the trinket. but if they get damage by any way (either by the player or the arena traps) they only can heal them back their base health, but the health bonus given by the trinket cant get healed back.

what i mean: for example, if you have 6 bars as base health and the trinket give you 6 extra bar, but then a player damage you, and lose 8 health bars. you can only health 2 of the 8 bars, because the other 6 bars are from the bonus healths bars from the trinket.

at least i see that as harsh drawback since most of the LD players tend to "Hit and run back" to health.

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