I think v2 tank and berserker are a lot different from their v1 counterparts, not sure where I messed up but the goal was to copy them to have the same effect. Anyone have ideas how I can modify so it’s more balanced? I know it’s discussed a lot on random topics but want to make one concise topic just to discuss balancing for these base evols
Here are the current code containing the buffs for each evol, incase you want to make specific suggestions:
Can you clarify it which ones are ability changes and which ones are base changes for example tank you say to reduce health Regen but use the ability values?? Thanks
I disagree, respectfully. TANK helps balance the game so that the little guy can grind, evolve, and strategically take on a larger opponent, either through teaming, or skillfully PvP and rationing that ability.
The tank is slow and vulnerable to roaching and teaming. The ability to heal and increase damage helps balance that out in either engaging in combat or being able to slowly run away and have some health to fight another day!
My thoughts about regen in V2. I feel like adding a delay before healing could help make regen upgrades less broken. Main issue with regen is players being able to outheal your damage output, because they’re constantly healing.
I have a few ideas for some better balancing, which uses the current stats but balances them more to the pre-balance update ones and other changes, but idk if I should post it here cause its a lot
I think there is a regen cooldown iirc. It might be lower. Do you recall if it’s constant or is there a slight delay from hitting someone to them regenning