Anyone have any ideas to balance speed or damage values for the evols? I think those are the most broken rn
revert
To what lol
to old tank dmg
The cooldown may need to be longer, maybe by a couple of seconds? The delay’s definitely there, but in fights, it feels non-existent.
After some in-game testing, it looks like V2’s heal cooldown is 2 seconds. So this means in fights, you would need to be able to deal damage to your opponent once every 2 seconds to prevent them from healing. That would require you to be super aggro, which is just not viable when you need to time your hits and when you’re fighting against a decent player that knows how to play defensively. Even with sword throws, I don’t think you’re able to consistently deal damage every 2 seconds.
Looking back at recordings from V1, it looks like the cooldown was 4-5 seconds. That’s likely a more reasonable interval between hits during fights.
Heal cooldown should probably be close to sword throw cooldown.
Alright thank you for this, I will be balancing stuff up based on ur posts tomorrow. Not trust anyone else because I think ur the only one that’s actually doing research vs just saying what they feel should be right. Although it is kinda my fault for nerfing tank too bad
or go to v1’s code take its pvp mech and put it into v2 problem solved YAY
It does not work like that and I don’t have the energy to explain it
please do
give the berserker and tank the same health and regen though the tank has a lot of damage and low speed and the berserker has low damage but high speed. Here is a chart:
i mean… its a TANK. its supposed to have a lot of health
Bro
you just said what the tank and berseker already haves
really bad idea because this will make berserker completely unviable
wdym???
it does.
but compared to berserker
the whole thing about beserk is hit&run
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