#Pycko could use some improvement

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potent fulcrum
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It has been discussed a fair bit in #swarm-general so I've decided to make a post to collect feedback. My own personal experience is that both the passive and the ultimate feel as though they need adjustments.

For the passive the speed buff feels too unpredictable for standard gameplay. While it is predictable in the sense that if you get hit you get a speed boost often times it doesn't feel like much of a choice if we get hit or not causing the unpredictability. For instance in times like the floor is lava event or stay in the area event we are trying to have very fine-tuned small movements and getting hit can cause us to suddenly have a huge boost in speed causing us to instantly fail those events. My suggestion would be simply to tie the speed boost into the ultimate. Speed boost is fun when it is predictable but given that it is a passive and we may not always want a speed boost when we are trying to fine tune our movements putting it onto a controllable skill might increase the enjoyment of the speed boost.

The second thing has been my own experience but I am not a fan of the small size of the ultimate AOE. As it stands the ultimate does not extend out past the range of close quarters abilities. Given how many of those skills pycko has it can be rather hard too get kills with the ability. In trying to complete the kudo of doing damage with the ultimate I have found frustrations in my abilities killing enemies before my ultimate has the chance to do any damage. Extending the range might be helpful.

These are just my experiences though. I would love for others to provide their own.

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Pycko could use some improvement

fallow laurel
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My thoughts:
I highly enjoy pycko in their current state, and the people I play with do as well. The passive and the ult are a big reason for this, as it is a fun minigame to try and line up a group of enemies to maximize value on the ultimate. It took us just a couple of runs to get the kudos for ult damage, and it was a fun process.

That said, I still agree that some improvements could help:

  • currently, the passive triggers a bit randomly. There are times I get a speed boost without noticeably hitting an enemy, and times where I don’t feel it despite being on top of a mob.
  • would not mind the ult being larger in size to mitigate for the issue zose listed of moves around you killing tems before your ult does

As for issues with objectives, I find it fun to have tems that are so uncontrollably fast that you have to adjust. Have not had issues completing control zones or floor is lava, even with speed glitches + turbo boots

My stance is basically hoping that pycko retains some uncontrollable chaos as it gives it a fun identity, and people I played with and myself would be sad if this tem lost its current playstyle and identity

mystic notch
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Someone mentioned in Swarm General to swapping Pycko's passive to a Dodge boost.
I really liked this idea because it highlights the new dodge mechanic that came out with Pycko, and also because my brain has Pycko pegged as more of a slippery fellow than a tanky fellow.
Plus I think that a passive that triggers on contact with enemies, that makes it harder for enemies to contact you is neat thematically speaking.
A different way this can be done is to just increase Pycko's Luck stat through the passive. This would make it a bit more flexible while still directly impacting Pycko's Dodge.

river pasture
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There may have been others but I did suggest the passive improving dodge chance over in the general channel over what it does now. I agree with Zose to gain speed during the ultimate and give it some AOE

plain citrus
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i think the current passive + ult could be combined. and the passive could just be increase to aoe size

forest frost
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I think that's smart, having a built-in Sonar gear as a passive, and move the passive into the ultimate would be a lot more enjoyable to play, I think.

Although Drakash is one of my favorite temtem, I have a hard time playing it because its passive makes me lose a lot of spots, as others mentionned.
So yeah, great suggestions overall

hexed viper
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I agree on the random bursts of speed being detrimental to sit on circle objective points, but I think the passive should be changed for dodge chance due to the fact that u r wanting to run into them for damage and if u dont have speed ur gonna get hit ALOT

leaden vale
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Just figured I'd add this here because it is a Pycko issue specifically: It feels bad to be locked out of half of Pycko's passive tree until you've played 50 games via the Kudo requirement for Status Condition Damage. To me, it really makes the tem feel unplayable until I've sunk a bunch more time into the game, despite having it unlocked now.

soft robin
livid burrow
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I don't mind it keeping identity but it is losing HP too quickly. Maybe have a way to Regen HP when sped up or boosted defense. The lack of survival while have to be close range gives the Oree effect as it's better in co-op and it's limited solo. I want all Tems to feel good in solo scenarios and get better in co-op.