#Replace the Nuclear "Stability" passive.

1 messages · Page 1 of 1 (latest)

hollow hill
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Nuclear's stability passive is stupid. A mechanic that lets you get stronger overtime at the cost of max HP just straight up sucks, and it's only good when you're between 65% and 80% stability anyways, being the strongest you can get while having manageable health. One issue with this is: sometimes, you HAVE to take hits. Some abilities are practically unavoidable, such as Stardust's laser, dealing almost 50 damage, and those can very easily invalidate the ability entirely. Also, losing your survivability isn't a great reward for surviving a long time. This is why I'm suggesting a rework to the "Stability" passive.

Instead of being called "Stability," Nuclear's reworked passive is called "Unstable."

Unstable:
• Damage dealt to you and dealt from you is increased by 25% (Rounded up to the nearest 1 damage.)

While this would be a simple rework, it would make Nuclear much more reliable and able to survive if you play well instead of you having what is basically a 5 minute timer before you die.

fading wagon
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I agree that it shouldn't decrease mhp to that extent but without any such reduction people can just wait out the timer and come out a juggernaut with speed

signal mantle
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This is uhhhh

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Hmmm

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Let me

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Think

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So basicallya

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A punch now does 12.5 dmg to you and to others

fading wagon
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It should decrease and increase based on different things the user does
Punch: decrease 0.5%
Kill (0 health): decrease 5%
Kill (void): decrease 2%
Take a certain percentage of mhp as damage: increase 4%

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And such

signal mantle
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25% is a lot for multiple diff abilities

hollow hill
uncut bolt
hollow hill
uncut bolt
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howbout, if the Nuclear user is good

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they get to control their stability

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being able to increase it in bursts, or keep it low when they want to deal decent damage

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cause I really like the glass cannon aspect of Nuclear

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I think it makes the ability unique and fun

hollow hill
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kinda feels better to use

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more consistent, less complicated (Nuclear is already REALLY complicated)

uncut bolt
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maybe using the Q decreases the stability by like 15% and landing a black flash could increase the stability by 25%

uncut bolt
hollow hill
uncut bolt
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maybe killing a player increases ur stability by 40%

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being hit decreases stability by 5%

hollow hill
uncut bolt
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and maybe bump up the amount of stability gain from black flash to 30%

uncut bolt
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ts just so cool

hollow hill
# uncut bolt yeah but u could gain stability just ask quick!

I honestly think your idea is also REALLY good, since having to manage stability instead of it just lowering until you die from low max HP would be fun. Overall, both of our ideas are good in their own ways. Yours to add another level of complexity and mine to sort of "stabilize" one of the gimmicks with the ability in a way that makes thematic sense too.

uncut bolt
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yeah

hollow hill
# uncut bolt yeah

We also gotta be real, the current stability system sucks and is basically a 5 minute timer before some guy using Freeze kills you in one E ability and 2 punches.

uncut bolt
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mhmmm yeah..

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anyways i might soon actually make the stability rework thing an actual suggestion

hollow hill
hollow hill
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Strange as in how you don't instantly regenerate that health and it feels weird to just have your progress towards killing someone get changed to be less of their healthbar when they land a black flash.

hollow hill
hollow hill
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also maybe a buff to Q if it removes so much stability

uncut bolt
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it simply increases the rate in which your stability falls for like 10s

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this can be stacked

hollow hill
uncut bolt
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rn stability falls SUPER slowly

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which kinda makes Nuclear slow feeling

uncut bolt
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cause its still a fisting move

hollow hill
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true

uncut bolt
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anyways if they dont get the timing right

hollow hill
uncut bolt
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they can simply kill players

hollow hill
uncut bolt
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ok ill make the rates:

wary echo
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idk i like stability passive i just think it shouldn't decrease max hp

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or at least

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dont decrease it as much

hollow hill
wary echo
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like maybe at 0% you have 40 or 50 hp

wary echo
hollow hill
hollow hill
# uncut bolt ok ill make the rates:

Also you should make Stability make you take up to 100% more damage as it goes down (1% per percentage of stability missing) instead of max health since it can recover

uncut bolt
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Getting Punched --> +1 Uranium Stack (10s)
Throwing your arm --> +2 Uranium Stacks (10s)
Killing a player --> +50% stability & instantly healing total HP regained (takes 3s)
Landing black flash w E --> +35% stability & instantly healing total HP regained (takes 2s)

wary echo
uncut bolt
wary echo
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more health at 0% is more health at 0%

hollow hill
hollow hill
uncut bolt
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also its totally easy to aim

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cause i want stability to go down QUICK

hollow hill
uncut bolt
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but I also want the user to gain stability reliably

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if theyre skilled ofc

hollow hill
uncut bolt
hollow hill
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because remember

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as soon as an ability takes an ounce of skill to be decent (hi there mech) people consider it trash

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also is it just me or are black flash timings also kinda inconsistent

uncut bolt
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actually nobody thinks stuff like Combo and Brickbattler are trash tho

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i guess it only applies to modern abilities (like krampus) 😭

hollow hill
uncut bolt
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so I guess Krampus would fit that bill

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even if thats prolly decent without skill either

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i never understood the krampus hate ong

hollow hill
scarlet crest
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first step is to remove the radioactivity passive