#Fallback the charging point system

51 messages · Page 1 of 1 (latest)

ruby olive
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New charging point system are way worse

Before:

Charging point from Hit/Kill/Warp/Time
The hit charging speed are different for different weapon, can be a good balance point for those low dmg weapon
Now:
Charging point from Damage/Kill/Assist/Healing/Taking damage/Warp/Time
Yeah everyone want the healing impact, but no one ask for more charging point, and now extra dmg from ricochet can get even more charging

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TLNR: Locust,magneto,tank,ricochet get crazy buff from this change

tulip patio
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Just WRF balancing ☕

river vine
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i dont think more charge for cycle gear from dmg dealth is good for balancing mlx2 either.... mlx2 with infinite ammo already charges very fast after using, now it will just be infinite use of infinite ammo gear

golden fjord
river vine
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yea..... mlx2 infinite ammo is getting too much buff from this change, thats all within 2-3 mins

covert owl
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are we serious 💀

shy willow
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yes!this game is PTW,Don't you understand yet? Today's update has changed the charging mechanism. Now Ceres uses the recovery skill and uses the cycle recovery. The cycle skill can continuously charge, so Ceres will hardly ever die. A missile that kills one person can keep killing, and the game has been ruined.

wispy epoch
eager orbit
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wow my ceres is going to be perma reflecting 😅 good luck killing it

ancient zephyr
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Hello there. Thank you for creating this thread, CoZBC619. I'm checking with the team on that and will update you once I have more details.

hearty ginkgo
# ancient zephyr Hello there. Thank you for creating this thread, CoZBC619. I'm checking with the...

I also think the current charging point system is even worse. The severity of this issue may exceed the estimation of the wrf team. It allowed the already overly powerful combinations to dominate the game, making other combinations lose their feasibility. In the announcement on August 11th, the official team realized that Ricochet+Locusts damage is too high; Ceres healing is too strong. Now these problems are becoming more serious:

  1. The damage caused by Ricochet+Locusts being too high can now also increase charging points.With high demage of Ricochet+Locusts, a defensive robot can continuously and rapidly utilize charging points for treatment(even endless).

2.Ceres' healing, which is already very powerful, now has gained more charging points than other robots.

  1. MLX2 can now use unlimited ammunition more quickly. I even tried using it twice in a row. This combination is far superior to any other long-distance combination.
golden fjord
# hearty ginkgo I also think the current charging point system is even worse. The severity of th...
  1. The charging point system is definitely more advantageous for tanky high-dps builds, which mostly involve locust builds, and very disadvantageous for lightweight / low dps builds.
  2. Although Ceres' heal can provide some charge points, Ceres' healing isn't actually that relatively great of a charge source due to its long cooldown and requirement of having a team full of tanky bots that is damaged but not dead. Nanite Repair cycle gear is much more consistently broken in this case, as you can see from my video above, just using Nanite Repair once can recharge its next cycle by half, and with Nanite Repair, there is no cooldown so it will constantly recharge itself very quickly unlike Ceres' heal. All it takes is 1 locust kill, and a nanite repair to charge up a new nanite repair before the current nanite repair even finishes its ability.
  3. MLX2 charging is much worse now compared with the old charge system imo. MLX2 outside of infinity ammo has quite low actual DPS, so unless you're able to reliably steal a couple kills to jumpstart your first infinity ammo, its slower to charge MLX2 especially on game modes without beacon objectives. But if you can get your first infinity ammo charged and successfully hit all of your shots, I can see it can be easier to get subsequent charges with this new charge system.
hearty ginkgo
blissful carbon
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The repair is ridiculous it needs a serious nerf. They literally hardly die

wispy epoch
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Repair doesn’t need a nerf it’s the charge rate

river vine
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probably the best deals i ever gotten

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no second mlx2 😔

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does guardian matrix of ravana torso also apply to the player who uses it?

wispy epoch
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Ye

river vine
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it only say that allies who is in front of us takes less dmg, but like do we also take less dmg? or we are just temporary immortal

wispy epoch
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You take less damage aswell and if someone is in front of you, you also become immortal for the duration

blissful carbon
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@ruby olive @wispy epoch whatever it is needs to be changed

delicate blade
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How did they not realize that making it possible to charge a gear while using it would be op? Like, that’s such an easy fix, right? Just make it not chargeable while active.

delicate blade
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We always forget about minefield. I’m sorry 😔

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Maybe just certain ones like infinite ammo and the heal shouldn’t do it?

ruby olive
delicate blade
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Clearly something is wrong with cycle gear being able to charge itself.

ruby olive
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I mean, its should back to by hit not dmg, only consider dmg system will strangle build diversification

delicate blade
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Ohhhh, yeah by damage is a crazy change.

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Soooo, magneto charges stuff insanely fast, too?

ruby olive
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And only healing teammate can get charging, with the rate should be reconsider since we have fixed value and % value healer at same time

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At present, ceres can easily get charging from healing tank, rather tyr cant

delicate blade
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Ah, another “oversight”.

ruby olive
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and nerf tank armor😡

delicate blade
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At this point I don’t even know anymore. Sure, nerf tanks to not be tanks again. Maybe buff lighters too. Idk. The game’s done for.

ruby olive
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since tank can self healing or get %healing from others, they should never have more armor than can surviving from more than 2 peoples attack

ruby olive
delicate blade
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Yeah don’t care. Do whatever

wispy epoch
calm oyster
umbral steppe
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The weapons need a nerf. And points shouldn't be gained for taking damage or healing

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Giving impact points is fine, thats all support players wanted from what ive seen. But this is overkill

timid heron
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They just overbuffed cycle charge. Nanite has been strong for a long time, but took pretty particular builds to really make good use of it, limiting it's flexibility and impact. Bots in general getting a little more cycle charging than they did before is a good thing imo (as it adds value to cycle gear in general, and thus increases the opportunity cost of 5 weapon builds), but they went too far.

I think they should reduce the newly-added cycle charge gain from damage and healing considerably, but increase the amount of cycle charge you passively get over time by a moderate amount. This would help make cycle gear more consistently available to builds that aren't otherwise optimized to charge it, but do so in a "flat" way that doesn't scale up in crazy ways with builds that are optimized to charge it. Basically creates a floor of, "you'll at least get your cycle gear every X minutes", without raising the ceiling to wild heights at the same time.

ripe ember
ruby olive
ripe ember
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Slow on its own.