#Balancing spybot

1 messages · Page 1 of 1 (latest)

ocean bramble
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Spybot emp damage was nerfed from 56000->5000 without rebalancing any meta units that the spybot kept in check like tzar, fatboy, razorback,shiva/demon etc.

I propose rebalancing it by

5000->23000 emp damage

Decreasing Buildcost (green number resource value) of Counter intrusion measure

Make counter intrusion reveal cloak of moving spybots instead of just providing red dots which the units don't automatically target

storm steppe
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I propose to have the values from before season 2. Taking away EMP imunity is allready a big nerf

little drift
compact cargo
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Negative edgeeffectiveness would give it a much more concentrated blast. Preventing mass T3 stuns but still hitting a big area with some damage to stun T1 and light T2.

#

Downside is 'inconsistent' feel compared to the current reliable emp damage/duration.

ebon gate
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do they want anything other than what they have done, it seem according to the communication we have gotten, devs want to go with those changes and try to adapt the game around it, which is 1000% times more complicated to do than just balance emp bots properly.

Obviously they haven't learn anything about the emp rework issues and they could have easily ask for players inputs of the change and try to make it work, instead they brute force imo a very poorly made change(s) maybe not even realizing how important this mechanic is to the game.

tiny coral
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I think their damage can be 30-60k but the explosion radius is way to large, it's good for shutting down 1-2 shiva's but indirectly killing 10k+ metal worth of units is just stupid

ornate ridge
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My last state of suggested spybots change are :
1- Restore EMP immunity
2- EMP damage => 10K (need 1,2 * HP), the idea is fresh tzar => stunned with 1 spybot, but fastly need 2 with xp hp increase
3- ParalyzeTime => 12s
4- Cloak cost => 25/50
5- Reduce blast radius to keep effectivity on small group of t2 light ball and keep stun on few units for big one

random igloo