#Buff Puppet's conversion range

1 messages · Page 1 of 1 (latest)

queen pulsar
#

Getting puppet npcs can be a bit of a hassle because you have to constantly put yourself in the crossfire when someone died in battle and risk getting killed yourself, hell, even if you do manage to get to a corpse without getting yourself killed, there is a chance you were 1 second too late and the corpse despawns before you get a chance to convert it.

Now obviously you can kill someone directly that would be more efficient, but assuming you have other strategies/don't want to die/bad at combat (hence why people use summoners) i say buffing the range which dead player gets puppetified would make creating puppets a bit easier. I mean it's not like puppets are op or anything, they're fast sure but can die just as fast, as such Puppet could benefit from a wider range of effect to be able to build a bigger army of weak allies (think of it like Sovereign in decaying winter)

Also adding puppet conversion if the player push their victim off the map so that you aren't forced to kill players with your bare hands every single time

For clarification; i ain't asking to make the range of the passive the size of the map, just increase it by a few studs is all

lmk what y'all think

toxic briar
#

yeah id say thats fair puppet rn is kinda mid

queen pulsar
#

oh yea that and also Puppet should be able to convert players if they pushed them in the void

#

tho idk if this might be too op

trail wave
queen pulsar
#

yea prob something like, Puppeter push someone off the map, they die and get converted then get teleported to the Puppeter during the conversion animation, or smth idk

trail wave
#

so what i think could work is that the game detects how the person that is getting puppeted dies

#

and then pulls them up and onto the ledge