#Legendary Augment Balance in Gauntlet

1 messages · Page 1 of 1 (latest)

rocky token
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Make it so that everyone gets the same Legendary Augments to choose from when the choosing phase is in.
The RNG factor will still be present because the regular augments will be randomized.

this will also solve the issue with some people complaining that someone won cause they got wave, meteor, or lights chosen, etc
since we all have the option to choose from the same Legendary Augment.

I believe this will make things much more interesting and balanced, still with an RNG factor.

Just like in arena where players get to choose from same legendary augments, but put it in Gauntlet
(without the gold points choosing of course)

In addition to this if you want to make it even more balanced, you can nerf the Meteor, Lights Chosen, and Warpwave a bit for example:

Meteor -> lower stun time or the amount of players stunned lower by 1
Lights Chosen -> lower to Holder + 1 ally instead of Holder + 2 Ally
Wave -> lower stun time or energy gain

alpine peak
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Meteor, Lights Chosen and Wave nerfs would be good

devout knoll
alpine peak
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I like OP augments too

rocky token
sturdy torrent
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I would prefer the option the reroll rather than everyone having the same augments choice

glad hare
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isnt RNG part of the fun?

rocky token
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RNG with the legendary augments right now is too heavy imo with those 3 augments specifically
Lights Chosen, Meteor, and Warpwave

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if 4/8 people have Lights Chosen, the odds are youre not making it in the top 4 as you will be going against that augment right after each other. Hence what happened with @warm escarp

#

the augment effects and all are great, they just need a bit of a nerf or some sort of balance

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theres just nothing to counter these 3 augments really

viral elbow
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i feel with a balance patch for Illuvials and legendary augements this is not needed.
Also, each player having different legy augements helps in having more diverse combinations played in one lobby, no?

rocky token
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and yeah well thats why theres different regular augments for RNG

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either way we have 2 options:

  1. Legendary Augments phase same for all players
  2. Nerf/Balance the Meteor, Warpwave, and Lights Chosen by ~50%
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the only time i have heard people complain about losing because of augments it was these 3 augments.
everything else has felt fair game

viral elbow
kind spire
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Legendary augments are very unbalanced because they are still based on their old mastery point differentiation (10-50)

A simple balance based on their new equal cost (0) should fix the problem

Making everyone get the same choices would make it incredibly boring imo