#Tentacle restructuring.
66 messages · Page 1 of 1 (latest)
its a fine weapon
both for fast biome clearing and as a secondary
if anything i feel like the description should be rewritten so people actually understand how to use the weapon on its own
There are times when I try to attack an enemy and they simply can't hit them by a few centimeters or pixels, plus the weapon's attack animation time is no faster than many enemy attacks, and the single critical hit usually reduces the damage very quickly as you move from biome to biome, there are also enemies that teleport directly in front of me and won't let me attack, when I try to attack again it just throws a kick, I know that this weapon can be used well, but I feel that it has annoying limitations
the range issue is just...
the range of the weapon
also if the weapon animation was faster than most enemies it would be opo
0.5s of near instant iframes
the legendary affix is a cool idea
other than that
I mean
tentacle is already like, extremely broken lmao
iframes ignored it's still very useful
unironically a good weapon for like killing things
I don't see the need to change the speed of its animation if I could use it from a safer range
you can already use it from a very safe range
Also, usually the risk of trying to hook is greater than the benefit of invincibility when using it, since it usually does not have much critical damage, and it is simply better to dodge, why would I carry a weapon like that then?
you can start up attacks during the hook
the iframes are stupid as hell
you close distance
you dont use the dodge cooldown
Not really and shields are boring
shields dont close distance
ass shield does but you cant use it as a weapon
the parry does damage, and all shields have special effects, and you can have a decent weapon in your other hand
really being good at making parrys makes a lot of things easier for you, so much so that I find it somewhat boring to use shields
It's not like there are many incentives to use the tentacle either, and from what I understand it is not a weapon that is used much, or generally preferred over others.
there are many incentives
- a significant amount of on-demand, actionable iframes
- closes a lot of distance with no cooldown
- breaches enemies effectively
- can deal a decent amount of damage while still filling a support role
- can proc both ranged and melee synergies
Not all weapons can benefit well from the invulnerability it gives you, and outside of that the usefulness of invulnerability would be more in the critics of the weapon itself, which tend to become obsolete in a very short time
The most useful thing I can get out of that weapon is to catch enemies by surprise outside of platforms, also if you catch an enemy in the air you will always give a critical, it doesn't matter if it is in melee range, so you can hit micro jumps to catch enemies and do melee criticals, I really like this weapon, it is very good as a support, but as I say, there are often things that end up setting me against due to the very nature of the weapon
For example, that silly kick he does when he misses a critical
or the time it takes to throw the tentacle, or the stupid rats, who usually get in the way when I try to throw the tentacle
why does every weapon need to
well, the hits you can land with the invincibility that the tentacle gives you when you reach an enemy are usually very few when you use a fast weapon, you are literally vulnerable immediately once you reach the enemy, you can only extend the invulnerability by attacking again with the tentacle I see no reason to hit an enemy while the tentacle takes me towards him, unless I use, for example, a war lasso, if there are many enemies you hook and attack safely, or also with the flint
you are not vulnerable once you reach the enemy what??
you hook an enemy, once you get to him, you are vulnerable again
no
you get iframes for a solid time after the hook
thats why this weapon is like broken
That has only happened to me when I critics
this is a feature of the weapon
even if you just hook and dont press the tentacle again
first 5 seconds of this video https://www.youtube.com/watch?v=4XTjcm9oA3Y
This video features a lightly modded version of Wrecking Ball, with the main change being reduced endlag on all hits.
You can download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2799216432
It features other balancing tweaks, too. I tried to stay in-line with the vanilla design principles. Mostly buffs, very few nerfs. ...
Honestly I don't have a problem with giving it better range but idk if the crit necessarily needs to increase from further away
Why does bro have the minecraft music on
bro idk i couldnt find any other clips
Idk nothing the guy wants buffed necessarily has to do with what you guys are saying makes it good
Cuz like the kick does kinda suck
kick is fine tbh it has good stun and kb
just making it a push if youre close is weirder
that detracts from using it as a secondary
Well, I imagine the problem with all this is that giving the player even a little more chance beyond the brief invulnerability the weapon can give you could make it easy to break.
I guess I can agree with that,
I should delete this post and make a new one with just the legendary affix, yes, it makes more sense
I don't necessarily think a range increase would be bad, it's fun being able to yank yourself around and being able to do it from further away sounds cool
the fact that you can still get off an entire fucking wrecking ball swing while eating 2 scarecrow slashes will never not be funny to me