#A collection of balance / qol changes for brickbattler

1 messages · Page 1 of 1 (latest)

silk flame
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QOL

  • Add an option to save hotbar arrangement

  • Make ability themes change the appearance of the superball, walls, and maybe rockets.

  • Stop the trowel failing to place a wall putting it on cooldown
    -# Maybe also prevent placing walls on the mushroom as I should NOT be able to kill someone with a trowel... although this is more of a balance change

Balance changes

  • Narrow the linked sword and firebrand hitbox by a fair amount to make it easier to strafe past, and extend the hitbox downwards slightly to make short targets like mushroom & army npcs, or players squashed by UFO mastery easier to hit.

  • Remove the random pizza drop on kill with the firebrand or linked sword, making healing items more specialised

  • Make the pizza slice item only replenish on a melee kill (effectively replacing the random drop chance with a gear)
    -# - Should the random chance not be removed, simply increase the cooldown to ~30s (up from 16s) and make using it slow the user down

  • Re-implement slingshot jumping

  • Re-implement slingshot reload with a reload time of 2-3s and maximum capacity of ~3

  • Buff whole pizza ally health, give army AI so that they target players which the brickbattler melees, and who melee the brickbattler.

    • Shorten cooldown to ~20s ( should give 5s of downtime and make usage more flexible )
  • Give bloxy cola a visual indicator that it is active, for example, soda's particle effects and / or hivemind's punch effect

    • Make lifesteal ONLY affect damage dealt with the linked sword.
    • Make lifesteal more potent ( 30% -> 50%, effectively bringing healing on a linked sword hit from 4.5 -> 7.5)

I'm well aware this suggestion has its flaws, for instance I would like to make use of pizza drops on kill outside the context of a tool, however the pizza slice needs its own niche to differentiate it from other healing items and also some incentive to avoid simply running and spamming it, so constructive feedback would be appreciated!!

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This is where the yapping is ( justifications / thought process behind the suggested changes)

Generally this is something of a collage of ideas I've been sat on for a while now, and seen in other's suggestions and their feedback. It felt like a good time to suggest them again due to the brutal nerfs implemented this update.

The narrowing of the swords' hitboxes is to try and make actually fighting brickbattlers in melee less insufferable as the increased range can be too much to deal with for a few abilities, and would also be helped along by fixing the knockback cancelling tech/bug, something I forgot to add in the suggestion itself. As stated in the suggestion itself, extending the hitbox downwards is to try and make hitting shorter targets more consistent.

The pizza slice item currently is just objectively the best healing option, and is often used in conjunction with ranged playstyles so tying it to melee kills aims to counteract that and "encourage" (force) brickbattlers into melee range if they want to heal.

Slingshot jumping's removal did not feel warranted, even if it was in need of adjustment, and makes the tool utterly useless hence its proposed re-implementation and nerf ( max of 3 ). Making the slingshot a ranged damage tool would only worsen the issues with brickbattler and would be misguided.

Buffing the whole pizza is generally self-explanatory, as they currently have low hp, do not target who you want, and have a downtime of 10 seconds, which is extremely long, all of which amount to the item being by far the least viable of the gears (with the exception of the "updated" slingshot of course.... )

Giving bloxy cola a visual indicator makes its effect more apparent and shows the brickbattler and potential enemies that it is active, making it easier to play around for both of them. The buff to lifesteal is to counterbalance the melee-only restriction, which itself was to further encourage melee combat, just like the pizza slice changes.

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Only nerfing aspects of an ability will not fix it, the good aspects of it need to be incentivised too. The nerfs this update weren't entirely justifed and were brutal, primarily the removal of slingshot jumping which was simply misguided. This is something I gave my attempt at mitigating and I chose not to touch the instant bomb jump removal as there's a case to be made for it being problematic, even if re-introduced in a weaker form. If you're going to nerf an ability, counterbalance those changes with positive ones which encourage players to use the more balanced and fun mechanics of said ability and listen to feedback on it.

TLDR is I'm aiming to incentivise melee combat more, and nerf areas which encourage spam from afar with these changes so it is not just a blanket buff to brickbattler.

The instant bomb detonation and bomb damage nerf were both pretty good changes im glad they didnt just dump a load of nerfs on bb again and leave it at that (edit)

urban plover
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this suggestion does NOT have flaws

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no reason to not add it

silk flame
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and unfortunately that isnt always gonna be constructive

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gotta clarify to that kinda person that im not just saying "make brickbattler even stronger and serverwipe"

urban plover
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i see this suggestion as a rebalance

silk flame
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yeah

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glad you do i was aiming for that

silk flame
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bump

spiral walrus
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agreed

halcyon patrol
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ok