#Kala rework?

1 messages · Page 1 of 1 (latest)

fierce beacon
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Kala has been a problem since her debut. Making stacking wayyyy more harder to counter. So I(we) came up with a solution! Arppegio should be a cycle of 3 effects depending on what type and number of arppegio you use.

Green

  1. 40 Hp heal
  2. More accuracy (40%)
  3. Steel bullets (12%)

Red

  1. Less accuracy (30%)
  2. Poison (3 hp per poison tick)
  3. Rubber bullets (12%)

Blue

  1. Bombbelt (2 bombs)
  2. Karratov (lvl1)
  3. Ca-turret (lvl1)

Purple

  1. Nuke
  2. Lava
  3. Titan(could change)

Pink

  1. Mirror
  2. Counter
  3. SDD (could change)

Yellow

  1. Akimbo
  2. Akimbo
  3. Akimbo

For pink and yellow and some extend purple we don't have alot of cards of these types to give a goodie effect when chaining arppegios. But for green, red and blue it could have some good effects. Now that it's not a single type of effect it's gonna be less of a pain to get stacked by Kalas.

For 2s and 3s the chain will be shared by the team meaning that if one of you uses a Red arppegio the next person will get a poison appon using a red arppegio

true sage
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yes please

open palm
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Eeehhh, not sure about just slapping rng to it

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You could still get 2x rubber from 2 arrpegios no?

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By being lucky

native kiln
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idea is great but the reason of red arpeggio is to min/max on debuff, it would be quite weird if red arpeggio would be gamble and other colors not, and if red apreggio is gamble then i think debuffs of red apreggio should be bit stronger since you have very low chance to stack certain debuff. Changing the red system wont kill margarita but it will definitely make her weaker.

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then should all arpeggios be gamble?

open palm
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Also poison being in the pool is terrible

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If againtst Siaro you can get fucked up by rng and just heal him

native kiln
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its joever then

open palm
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Slapping rng to make op things "rarer" is not a solution

native kiln
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its a way to solve stacking tho

open palm
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You can get lucky and stack

native kiln
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50/50 could be fun

open palm
native kiln
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gmable between debuffs

open palm
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Not really, i think it will just be frustrating for both

native kiln
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true

open palm
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To you its frustrating you didnt get what you wanyed and had no say about it. To enemy its frustrating cus they got fucked up by rng and still staked

native kiln
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marge is just in the spot where shes too op or too weak

open palm
native kiln
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nerf slightly and prolly the weakest

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then the payoff of red and stacking could be meaningless since dedicating whole deck for just low payoffs

open palm
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Still op

native kiln
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yeah

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right when i started playing her then she got nerfed

native kiln
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2% max nerf or else it could mean rise of other colors

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we havent seen much of other arpeggios maybe change those to bigger payoff?

open palm
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The only colours that could change are green and blue

native kiln
open palm
native kiln
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ig

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you cant rly change the system and only weapon buff is akimbo in yellow

native kiln
fierce beacon
native kiln
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health down?

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xd

fierce beacon
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Rng could be goodie for Arppegio rlly

fierce beacon
fierce beacon
native kiln
fierce beacon
open palm
fierce beacon
native kiln
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instead of trying to fix red we should try to improve other arpeggios?

open palm
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@fierce beacon wjat about making arroegio go in order

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So each round first red arrpegio is something weaker and second one is something stronger

open palm
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Were trying to balance red Marge, thats the problem red Marge is op

open palm
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Yeah like first one is less acco next one is rubber

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But dunno

native kiln
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that means youre like good in 1 round and useless in rest of rounds

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since you have to save

native kiln
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its playable yes but youre weak sided

open palm
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A good change to being op

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If its still decent it ok

open palm
native kiln
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like the power scaling of arpeggio

open palm
native kiln
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then that could be playable in my eyes

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unsatisfying early but payoffs in lategame

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i would be a fan of permanent scaling

fierce beacon
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The problem is in maybe 2s and in 3s you are probs gonna see the end of the scale no probs

native kiln
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3 is good number cuz arpeggio

fierce beacon
# native kiln then what about other arpeggios

Green Could be
•40 hp heal
•more accuracy (30%)
•12%steel
•pred vis (5 secs)

Blue
•bombbelt
•flash and smoke
•poison grenade

The rest would be stretching too far hehe

native kiln
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i would put carrotov to blue

native kiln
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i think crescendo themed would be fun

open palm
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Then those are cool

native kiln
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or what if 1st arpeggio is opening then following up 2. arpeggio called midplay and 3rd one is finale and reset

fierce beacon
open palm
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Ehh id take flash out

fierce beacon
fierce beacon
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Yeye

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So @open palm so chain for arppegio, this better then rng?

fierce beacon
open palm
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Rng always sucks

native kiln
open palm
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Maybe take out pixel

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Less acco, rubber and somethign else

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Could be good chain

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Lets put 3 cards there that chain and reset

fierce beacon
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Rubber should be last imo

open palm
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Less acco, poison and rubber

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I guess having poison in arrpegio couls be good soft buff to siaro

fierce beacon
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Well I'll rewrite another suggestions with this new goodie ideas!

fierce beacon
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@open palm changed it. I rlly don't know about yellow, purple and pink tho

native kiln
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i mean theres nothing to change in yellow

fierce beacon
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Indeed

native kiln
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unless guaranteed certain gun

fierce beacon
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Akimbo shotty at the third cycle

native kiln
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will rubber go back to 18% since its almost impossible to stack?

fierce beacon
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And 18 was not a goodie number to begin with

native kiln
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accusing for rigging

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jkjk

fierce beacon
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Isss dis a scam?!myk

native kiln
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i would change more accuracy to more health but thats just my personal taste

fierce beacon
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I did more/less accuracy cuz its less stackable

native kiln
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i mean youre not gonna get double health up in 1 round right?

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haha right?

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the accuracy feel bet unsatisfying since you can always aim better

open palm
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Theres always annoying bloom when firing max firerate

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and more accu takes bloom out and makes the gun spammable

fierce beacon
dark mantle
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I'm a little bit eh about this way to go about nerfing her, but only because in 1's you'll never get to the bottom of these effects. I really just think the best thing for Marg would be to add some diminishing returns to how multiple copies of cards (including Marg's bonuses) stack, because it would also tackle other issues like slow reload spam

fierce beacon
open palm
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Decent, but not as op as in 2s

open palm
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1st arrpegio in the game, low accu, 2nd arrpegio in the game poiso 3rd bouncy

dark mantle
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Oh per game not per round? Hm maybe then

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I'd still like to see a change to how effects stack tho, Kala duo isn't the first to abuse card stacking she's just the easiest way to do it

open palm
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Sure we can hope for stacking change but thats a drastic change for the whole game

tawny bane
dark mantle
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When all three opponents pop slow reload and one of them profanes DorsPain

open palm
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There needs to be less cards drawn in 3v3

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But stacking change would be nice too

dapper dawn
dapper dawn
open palm
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Originally posts idea was to make it pure rng pool of 3 cards in a colour

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Thats why i said about" slapping rng"

dapper dawn
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Rng is cool too but I like cycle

open palm
dapper dawn