#25 HP on Dither and Banding

60 messages · Page 1 of 1 (latest)

indigo sedge
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🐁 💔
nerf may have hit our new rat friend too hard being able to take out turrets with one Boira shot from almost any range is a bit brutal for him, changing that to 2 at close range and 3 at long range would help them allot.

very slight differences between the 2 turrets might be cool aswell

such as Dither having slightly more range/accuracy
and Banding having a slightly faster fire rate just as examples

long current
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I agree, them being a 1 shot does feel bad, but it gets better as more of a detection turret than a firing turret

indigo sedge
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info is fine and all, but you can just hear footsteps.
Also before you say it, yes im aware couch stepping is a thing but its pretty rare that's ever utilized.

them being 2 shots would help them get a little chip damage in and would help a little more than just be utilized for little info.

long current
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I crouch walk all the time, especially when it’s a 1v1 when we’re both low

indigo sedge
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wierd

pearl quarry
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Could make the turret that hate dying function as normal turret card but 1 use only while the turret that loves dying for you be the weaker turret you get every round

indigo sedge
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asking for buffs not nerfs T_T

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why would you ever want him nerfed more

pearl quarry
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I was thinking along the lines of 1 normal turret and thr pre-nerfed mini turret stats

indigo sedge
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oh that'd be op tho

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im not asking for any massive rework just minor number tweaks

pearl quarry
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Actually yeah I realised my suggestion is more of a rework and too much of a jump. Better to get it right step by step then leap

charred drift
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Fingers crossed this goes along the changes with Sable and/or Stevie for next week

And like I said before, I'd be nice to recover some of the range too. It'd give the option to put turrets on the way rather than right at the top of the enemy. The current DPS is fine tho.

indigo sedge
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yea dps is ok. The little note i left was meant to be very minor diffrences between the two, like 5 extra meters on Dither and 0.2 more bullets per second on Banding

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very minor and add a little more personality between them

hazy crystal
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a pitch in a different suggestion board is that they're given a lot more health, but they lose health every time they fire a shot. they're scrappy, and hastily repaired between rounds, so they can be a little more frail.

that way you don't ONLY need to shoot them. baiting out shots will also technically get a fair amount of health down.

indigo sedge
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not asking for a rework T_T

weary pasture
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Although I do like the concept

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Boggles my mind that they’re the same. I would love to have to use some strategy to use the right turret in the right situation

indigo sedge
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idk about too little, i almost feel like it might be too much

weary pasture
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animal abuse

indigo sedge
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who?

vital hinge
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I'd like to see 15 health but I think 25 on each would be oppressive

noble marsh
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whatever its at rn is way too low

indigo sedge
vital hinge
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itd take 2 shots from range but close up still just 1

indigo sedge
vital hinge
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I mean ya I guess but thats a seperate issue

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should be changed anyway and I doubt theyd buff klustr without nerfing stevie

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donnie gets 30 health as their unique trait, so klustr having essentially +50 health and the +50 health shoots back seems crazy to me

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just chuck both when a fight starts and youd have a huge advantage

indigo sedge
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No not at all that’s a very narrow view

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There is multiple gaps in that logic

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Turrets are stationary and have limited range and dps

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These will still be absurdly easy to take out, even from a decent range

weary pasture
vital hinge
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its a gross oversimplification I know but having to deal with sudden 50hp of turrets if theyre used correctly just seems quite strong compared to what some other characters do. I see so many people online just immediately chuck the lil turrets in a visible spot where of course they just get picked off n do nothing. But with their fast setup time theyre great distraction in a fight or hidden around a corner

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not saying he doesnt need a buff but ya

indigo sedge
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just think your overvaluing it, you often can ignore the turrets too.

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but yes good placement will seperate a good from a great kluster

wispy iris
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I think the two free turrets every round dying in one shot is fair. It gives incentive for kj to place them more creatively than one would other turrets.

indigo sedge
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im fully aware

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that's why 50 hp was too much

charred drift
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Here's a very hot take:
Dither and Banding should be a single turret, that is as strong as a single bat turret.

Two very weak turrets not only makes dealing with them trivial, but also clutters your hand with two hot cards every single round.

More often than not, playing Klustr feel like you're holding two trashcards every single round.

weary pasture
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I’d argue that two turrets is harder to deal with than 1 turret with twice the power. I mean looking at 1 turret, shooting it dead, then looking at another turret, shooting it dead, is gonna take longer than just firing down one turret with double the health

charred drift
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Don't the bat-turrets take like 5-ish shots to take down?

weary pasture
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Yea 4 or 5 boira shots

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But my argument is that two 25hp turrets are stronger than 1 50hp turret

charred drift
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Sure
But my point is that having two hot cards instead of one makes hand management clunkier for what the cards are currently worth

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I think we actually talked about that before

weary pasture
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Mhm I hate it too

shadow sonnet
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PLEASE BUFF TURRETS PLEASE PLEASE PLEASE PLEASE PLEASE I DON'T CARE IF ITS EITHER 2 OR 3 SHOT MY BOI KLUSTR DID NOT DESERVE TO BE LITERALLY GUTTED RIGHT AFTER THEY CAME OUT

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okay done

indigo sedge
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thank you

shadow sonnet
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ofc