#Game Balance

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hearty oracle
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The balancing of WRF is absolutly terrible right now. The Tank meta has been around for longer than i can even remember and the devs dont seem to care at all because even with the latest balance patch there is no mention of any nerfs for the meta items (yes incinerator got nerfed a bit, but in the completly wrong way.)
Im making this post as an attempt to finally get the devs to listen to their players who have much more practical experience than them and a much better idea of what needs change. With all that out of the way, here are my and a few others ideas for the rebalancing of the game.

--Robots--

Ravana
Resistance: 35% -> 30%
Cooldown: 22s -> 30s
Duration: 12s -> 10s
Torso Armor: 165000 -> 150000
Shoulder Armor: 169600 -> 140000
Pelvic Armor: 159100 -> 135000
Leg Armor: 159100 -> 135000

Mesa
Duration: 13s -> 15s
Shield Restore to Self: 1500 -> 2000
Shield Restore to Allies: 3000-> 3500

Kumo
Torso Armor: 125000-> 135000

Ares
Cooldown: 35s -> 39s
Shield HP: Infinite -> 150000

Purifier
Torso Armor: 160000 -> 125000
Shoulder Armor: 170200 -> 120000
Pelvic Armor: 152200 -> 120000
Leg Armor: 152200 -> 120000

Bulgasari
Damage per Rocket: 4000 -> 6000

Decker
Virus Spreads 1.5x faster

Harpy
Armor DoT: 5000 -> 4500
Shield DoT: 4000 -> 3500

--Weapons--

Mlx2
Reload: 3.8s -> 5s

Noricum
Reload: 5s -> 7.5s
Armor Damage: 1100 -> 1200

Incinerator
Armor Damage: 540 -> 700
DoT: The DoT of Incinerator needs a complete rework. instead of tickling the enemy for 0.1s and getting 11k DoT you should have to apply stacks over time. My Suggestion for every second you shoot an enemy you apply 1 Stack of DoT up to a maximum of 5 Stacks, each Stack does 3k damage in total per second for 2 seconds. Stacks decay individually from each other.
At 5 Stacks of DoT: 15k dmg/s for 2 seconds, then -1 Stack
At 4 Stacks of DoT: 12k dmg/s for 2 seconds, then -1 Stack
At 3 Stacks of DoT: 9k dmg/s for 2 seconds, then -1 Stack
At 2 Stacks of DoT: 6k dmg/s for 2 seconds, then -1 Stack
At 1 Stack of DoT: 3k dmg/s for 2 seconds, then end.

This makes a prolonged engagement and actually focusing someone more rewarding and will kill most flankers and assault bots that have no shield. it does more damage than what we have now, but at a much greater investment, this rewards both sides, on one hand, if a player reacts fast and gets away they take almost no damage.
if the incinerator player manages to get 5 stacks on the enemy they will do a lot of damage, most likely killing the target.

Locust
NOTE: this buff should only take effect if the Ricochet/Locust interaction is fixed.
DoT: 3800 -> 4200
Reload: 2.4s -> 2s

Orkan
Armor Damage: 755 -> 820
Shield Damage: 256 -> 300
Reload: 1.8s -> 1.4s

Fowler
Armor Damage: 6800 -> 7500
Shield Damage: 4950 -> 5350

Shredder
Armor Damage: 504 -> 530
Shield Damage: 312 -> 330
Effective Range: 180m -> 240m

Railgun
Armor Damage: 4900 -> 6000
Shield Damage: 5750 -> 6500

Zenit
Projectile Speed: +10%
Reload: 3s -> 2.7s

Apollo
Shield Damage: 10500 -> 11200

--Abilities--

Ghost Turret
Duration: 15s -> 11s
Damage: 850 -> 700
Cooldown: 30s -> 35s

--Titans--

Matriarch
Healing: 2.5% -> 2.7%
Remove RoF Debuff when in Swarm Radius

Grim
Ripper: Slight increase in healing

Alpha
Homing Salvo:
Armor Damage: 7650 -> 7200
Firestorm:
Radius: 85m -> 90m

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Massive Credit to @ocean leaf and @unkempt nest for the Numbers of all the items and also credit to @blazing ore for some suggestions

lavish summit
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This definitely fixes many problems, especially for railguns considering they barely deal any damage or as players call it "ass" and which I agree myself.

jolly dune
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I like it almost all but may i ask the reason for the removal of the rof from the swarm?

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It allows players not to get to agressive to aa martiarch and it helps it fight against those who dare to get in close while in its abilty

lavish summit
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I'm curious about the purifier as well btw

steel laurel
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I'd add ammo fabricator to the buffing too

lavish summit
jolly dune
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For puifer though it’s a overkill

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25+% across the board hp reducation

lavish summit
steel laurel
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Purifier I agree with, because it's an assault, not a defender and it already has the highest HP shoulders iirc, maybe lower than a Bulwark

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Actually no, Purifier shoulder has more HP

jolly dune
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Has less

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Puifer 170.2K

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Bulwark has 186.7K

steel laurel
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Still doesn't justify the amount of HP, shield and shield cooldown it has. Objectively more tanky shoulder

jolly dune
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I understand if it goes down to 150-160k

jolly dune
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It’s a somewhat too much

steel laurel
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It had this amount, and it was still tanky as hell

jolly dune
steel laurel
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That's why healing

jolly dune
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Doesnt justify it

hearty oracle
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@drowsy dawn @glad frost

steel laurel
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Makes it able to defend more and be less agressive

hearty oracle
jolly dune
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How so?

steel laurel
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Matriarchs use swarm as an offensive ability, not defensive. It's a defender, not assault

hearty oracle
# jolly dune How so?

well because when u pop swarm its already scary you dont need to remove the ability to defend urself as well

jolly dune
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Already from using on US severs players igrone it in their ares, griffin, ceres, puifers, ravanas, fenirs kumos bulwarks, Lancelot, mesa and deckers

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They go in or stand very close to it and start shooting it

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Without the rof more so on defense

steel laurel
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It's really unnecessary for the ROF to be there

jolly dune
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4x bisectors builds, scatters, hordes their tank version and lights will push in and get in close while trying to kill it

steel laurel
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It would actually buff Hive Matriarchs for when each other clash

lavish summit
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Therefore I can see why it's best to keep the RoF debuff instead of removing it.

jolly dune
steel laurel
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That's a skill issue on the losing end 💀

limpid root
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I don’t think the nerf to the Purifier needs to be treated as a special case.
Although it is classified as an offensive type, it is still essentially evaluated by tank standards in practice.
For example, if you reduce Purifier’s shoulder to 120k, ppl will just replace it with Bulwark’s shoulder instead—which still doesn’t solve the problem.
From my perspective, reducing the previously buffed tank components' health by 10% to 15% (without going below their pre-buff values) should be enough.

radiant pasture
# hearty oracle The balancing of WRF is absolutly terrible right now. The Tank meta has been aro...

Except a few parts, I'd agree
Incinerator is even worse than what they announced.
No damage buff: it hits already way to hard.

The stacking I'm all for it. But I don't see it as a decay, that'll last way too long. If you want to make it hit hard, so be hit at max stack, but it needs to stop at 4s

Do not revert alpha radius nerf.

Don't remove the rof debuff of matriarch, it's the ability's point, maybe make it less deadly.

Norna isn't tackled.

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Dot rn is so strong because it adds extra time to shield Regen, which basically don't have much consequences on tanks and assault (fast shield Regen)

radiant pasture
dawn basin
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The problem about tank nerfs its that mostly say tanks like all tanks. but i dont agree. not all tanks have the same amount of armor. i find 140k good enough armor not less. than it becomes not very interesting. like many assaults not tanks already reach 110k lol. The really need to chance #1451775384667295997 like many joke players say its not the problem yes its a big problem. cause thats the reason why tanks are annoying most times. during fights not the armor alone its pretty easy to take down a solo matriarch for example. And people dont understand we want the same amount of healing. But just reworked like explained inside that post very good. Than #1454895350040236084 another post thats very important. Tanks benefit most from this. And why taking damage it just make no sense lol. To get rewarded for that. Chanching all that. And keep tanks on atleast 140k armor than everytging would by good again. But most just dont understand many can only ××××× about the samen thing over and over again. Whitout thinking of things used together. What makes things oP. Sometimes

radiant pasture
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Lancelot, griffin don't need to be touched, let them have what they do rn. It's not like Lancelot is meta.

dawn basin
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And keep it the same for parts lower than 100k

drowsy dawn
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I’ll read this once I get a break at work

radiant pasture
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Norna low-key need to have the same emp (no dash removal) as volta and cut it to same time as volta.

The bubble damage cut by half

And 3 shields instead of 2.

If you ask me, norna should be removed and warprealz/coins be given back to player

Or at least get a complete rework of it's abilities, weapon so it doesn't look like volta, but OP cause it costs money , as long as it's broken

limpid root
# radiant pasture No. The point of the game is to find the weak part. Go with bulwark arms on a ne...

Ik. My point was that the Purifier's shoulder is generally considered to be in the same league as the Bulwark's shoulder. If the Purifier's shoulder is nerfed while the Bulwark's shoulder remains unchanged, it will essentially become an inferior alternative to the Bulwark's shoulder in most scenarios. This would hardly affect builds that only use the Purifier’s shoulder without relying on its other parts.
In other words, if we aim to make proper balance adjustments targeting tanks, any nerfs must account for other components with similar roles and stats. For instance, if the Ravana’s shoulder is weakened, adjustments may also be needed for the Lancelot’s shoulder, or even extend to the Mesa and Kumo’s shoulders. Similarly, if the Purifier’s shoulder is nerfed, the Bulwark’s shoulder should be adjusted as well.
Personally I believe tank nerfs shouldn’t have exceptions. Tanks that aren’t meta now could quickly become meta again with a suitable new weapon. If the 4/4 slugger doesn’t get adjusted, soon there will be 4*slugger ceres with nanite repair. Ravana and Purifier are the most overpowered tanks at the moment, but if a powerful 5/3 light weapon is released, tanks like Bulwark, Lancelot, and Ceres could all instantly make a comeback.

ember crown
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Noricum certainly don't need a nerf, same with missiles.

Noricum are dead weight on any team, literally anything is a better choice to help your team out.

And missiles deal more emotional damage than anything else, like Noricum you are better off picking some other long or mid range weapon.

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Imo missiles are fine as they are, even after the minor MLx2 buff this patch, Vortex needs bit of help, it got no buff after making missiles dodgeable.

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If you dash to the side you can avoid most of a missile weapon's salvo.

jolly dune
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it will turn this game into the same thing

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and with the puifier i understand but i dont agree that much of how much that hp will go down

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we already see what the insane ttk the guns have

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reducing the armor that much will bring more harm then good

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and the folwers are decent how are they

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and get the number of the armor damage right

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its 7.1k

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not 6.8k

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apollos dont need more shield damage either

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4 of them almost 1 shot a max level raven shield

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and it has 43.2k shielding

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they could use a slight nerf to energy shield instead to it or stay the same

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and the ares

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if you do that youll kill the torso

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it doesnt need a cooldown increase

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why not reduce from 8 to 7 seconds

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or change it from infite to 150k

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and from 35 to 32

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some of these yes i would like to change

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and they are dumb from my thoughts

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and looking back at it now i would change/remove atleast a 1/2 of what i wrote down there

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and shredders could use a slight buff but in its shot grouping (past 160 meters) and slighty increase ammo count

ember crown
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They have the range and burn time to balance that out though

jolly dune
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the grim does 43k per blade hit

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it doenst have much aoe however it deals alot of damage and outdoes the martairch

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the martarch is 25k and it isnt as punishing so it has the debuffs and larger aoe on x and y to make up for it

jolly dune
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for team use

shield wall
repluse
fuel burn
blast wave
surpressor
kentic pluse

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for solo use a sprint reactor and blink

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mine field slows it down very effctivly flash bang helps and also iron viel

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you can use a tank as well or any bot to run into her and stop her charging at your team

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and it gets outrange and easily kill. i havent went into torso but we already know the ones that can easily counter it

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once again removing its debuff will only allow normal bots to get more agressive and push it without worrying to reach much puishiment in return

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i may not have as much time as many of yall here in this game and disc however from what i know what i used/fought before; this list is ok in some areas but very questionable in other areas

glad frost
hollow grail
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buff the things that doesn't need a buff, nerf the things that doesn't need a nerf

near root
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Most of these changes I generally agree with. Although we should wait and see how the balance changes affect the game before reacting. Incins being nerfed fixes a significant chunk of problematic tanks that you couldn't really deal with at all before these changes. I would definitely continue to push for puri and nanite repair nerfs, but we gotta see what happens first

steel laurel
# limpid root I don’t think the nerf to the Purifier needs to be treated as a special case. A...

The tank, aka defender type is not only the robot with high HP but also an ability that gives it some type of defense elements. Bulwark gets mitigation and a partal bullet catching, Griffin gets an invincibility and dmg module spreading fmand anti lock on, to compensate for the lowest defender HP. Kumo gets 30% resistance and tps, Lancelot gets 30% resistance and an ability to heal off allies, while Ravana gets 35% and invincibility if its sharing it with a teammate. Purifier gives offense and that is it. It is not a tank, not a defender but acts as one. It's a heavy duty brawler but it's seemingly outclassing an actual defender in that category. That's why its HP should be reduced. Look at Cyclops, Fenrir, Decker, Fury. None of them have that much HP and aren't that much faster. It shouldn't have more HP than a tank in some cases while not being one

jolly dune
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defender type so it main puropse is defensive team support while being tanky and provide buffs

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assault is the offensive one and suppose to be the damage dealing and provide offensive support/can work on their own

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flankers are suppose to be glass cannons and speedy/gather intel close up

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taticans are for range and help gathering intel at range while deal huge damage per shot and not as rapidly

radiant pasture
jolly dune
void oyster
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No lol

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Why would anyone use Varangian then

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Tbh I’d just leave ares as it is

jolly dune
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but otherwise it can stay the same as you proposed and said here

void oyster
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I feel like people are only complaining about ares because of its synergy with Anansi legs. Something should happen to them instead of just hurting ares bad

radiant pasture
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I'm against changing the shield hp

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Increased cd, why not, but doesn't change anything really

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Having 4s on a 35s ability isn't a big thing

radiant pasture
void oyster
radiant pasture
near root
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Ares shield could have a finite health pool, but make it point where you aim

hybrid grotto
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why reduce purifiers armor and not bulwarks? might as well buff purifiers speed.

spare wigeon
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incin range nerf make those hit n run build useless rn

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had to get close to tank is a death sentence

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100m is perfect range to make devastating damages

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its js the max range

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effective is 80m is insane rebalancing work

void oyster
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I think 120max range 100m effective would’ve been better

jolly dune
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100 was over kill for max range

near root
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Nerfing the range so much was probably fine on its own but they also nerfed the dot, which is weird.

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My main issue with these weapons was getting nicked once would trigger a full DoT breakdown on my bot, not the range

drowsy dawn
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@hearty oracle I agree with everything besides decker

surreal trellis
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It seems people vastly underestimate how much damage ares shield could soak up with 150k hp. It’s not like the personal shields. Personal shields essentially have 6 hitboxes and take 6x the damage from aoe, which leads to them getting broken pretty easily. Ares shield would be a single hitbox. AoE would get no damage multiplier.

ember crown
surreal trellis
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That much hp makes it functionally immortal in a 1v1 anyways. Lmao

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Unless you have something like 3x nucleon purifier. Most other builds are better off shooting the legs or jumping above to ignore the shield.

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People are too scared to give ares shield hp.

jolly dune
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i think there is a other post here about that from yotty

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in a feedback one

ember crown
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Honestly 80k on the Torso Barrier will be fair.
Even after the barrier goes down you still have your 4 extra guns.

Ares is not a tank, so it shouldn't have invulnerability, let alone a Giga shield able to tank a full team's fire.

It's a 1vs1 monster, the ability should give it the edge in a 1vs1, not an auto win.

jolly dune
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found it

surreal trellis
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Enough to tank 2 blasts from a double horde build seems like plenty of shield.

jolly dune
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most assult builds can deal up to 60-90k none aoe damage in a few seconds with abilty apart from some flankers

void oyster
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If so i agree

ocean leaf
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Purifier deserve the nerf tbh, but imo down to 120k are a bit much, imo around 135k-142k are pretty reasonable considering it is assault that weight 14 have massive hitbox and weapon mounted on the side, but bulwark should be nerfed too, around 155k-160k should do it for shoulder, now for complain about bulwark being superior, you all forget that purifier have that massive shield cooldown reduction, yes in prolonged fight bulwark will come out on top but purifier still have plenty of armor and can recover shield back faster

jolly dune
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if it can take cover

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puifer will be fine at 145-150k for torso then shoulders down to 155-160

jolly dune
ocean leaf
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So you think it is balanced for assault shoulder to have as much hp as defender and still keep assault privileges

jolly dune
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im saying from experince

ocean leaf
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140k are still plenty of armor

jolly dune
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the torso falls fast

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shoulders dont but they do at a decent pace

jolly dune
ocean leaf
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If shoulder stay around 160k then it’s gonna be as much as current ravana torso still

jolly dune
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the puifer is slower

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bulkier

ocean leaf
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Consider mixed build too

jolly dune
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if you want to nerf it incrase the speed alot

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its a assult bulwark health bot that is slower

ocean leaf
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Stat also doesn’t have to be the same across the board, see fenrir for example, it have very little hp compare to other 14 weight assault torso because how strong it ability is

jolly dune
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it has healing and gives itself also a damage bouns

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a puifer gives its team a damage bouns and its suppose to be a frontline assult that can take damage

ocean leaf
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Yes but only judge it from factory build won’t make the game balance

jolly dune
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im not

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im judging it from combat and use

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the shoulders feel good at 170 and for their size they fall decently fast when i use it

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the torso it goes away fast

jolly dune
ocean leaf
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I have use the shoulder at lvl 1 since first season and it never fall fast

ocean leaf
jolly dune
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tusk cant

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they do 157500 for a full clip and 3 of them when max

ocean leaf
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At point blank yeah, but damage fall off fast because how it fire

jolly dune
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they deal same damage up to 175 meters

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and dealing ok damage up to 400

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and rest after that it just 1k

ocean leaf
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Just dash backward, if you let flanker get to you at point blank and can’t get away/flanker have plenty of fuel left to chase then it’s mostly your fault

jolly dune
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😂

jolly dune
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going back on topic though the puifer can use a slight nerf to its torso hp and same for its shoulders/legs

ocean leaf
jolly dune
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about 10% on torso and 15-18% for shoulder less instead of 25%+ across all its modules

jolly dune
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those shoulders help keep it alive

ocean leaf
jolly dune
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i talked with fish stickers a while back, ill see and check then what we talk come back so i dont sound like a dumbass

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😂

jolly dune
ocean leaf
jolly dune
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it was a 10k hp redcued on torso and a bout10% hp reducation on shoulders

hybrid grotto
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with range so short, shorter now then everbefore.

jolly dune
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🤦‍♂️

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It will though and that armor will help it a lot

dawn basin
hearty oracle
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To everyone who downvoted my post, id like some of your feedback on what you dont agree with or what should be added :)

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Im trying to bring people together to create a spreadsheat of all the things that need changing

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Doing it alone would be pointless because it can be subjective

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Please tell me what you would change about my list! :)

lavish vapor
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just looked at this and some are good but others are beyond crazy, abysmal.

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ares shield should stay infinite 💀 👍

hearty oracle
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Ill think of smth else if the hp is not an option for people

lavish vapor
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just take cover 💀

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run and gun

hearty oracle
dawn basin
hearty oracle
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Sure you can take cover but when you have an anansi ares with ricochet chasing you its annoying

dawn basin
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#1459928276545048707

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This would fix the joke that players want to chance Ares lol.

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While its more about the Anansi legs. We dont want a useless shield. That cant stop a cyclops beam anymore for example. Or that you cannot attack a crew of players. Butt that you need to go 1vs1. Would by a joke

hearty oracle
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Would actually take a bit of skill though

dawn basin
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Yes 1vs1 you said that right

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The legs are the biggest problem not the torso

hearty oracle
dawn basin
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😂

hearty oracle
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But i wasent gonna put it here because there are so many posts about that and it would turn the entire post into an anansi discussion

dawn basin
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#1454775236615471271

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Like this for example there are many joke posts yes i downvoted. Here i did not vote at all that alsp happens. I need to go. Have a great day

radiant pasture
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No tank should be above 160k imo in fact, all heavy tier one should be at that threshold, otherwise may rename them titans 🤣

Tanks benefits from damage reduction
Purifier don't

hybrid grotto
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keep purifer as is, thx

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its slow as is

dawn basin
radiant pasture
dawn basin
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Lol thats a joke many assaults reach 110k and the are way faster

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140k its good if the also rework stil nanite only reworking the armor chance just nothing at all. 140k its good enough not less but above 160k its also not really needed indeed 140k its fine if you cant defeat that after nanite its reworked than its a skill issue i use only 1 tank myself. And some use alone tanks whit nanite and titan matriarch go crosplay of farm bots and the call themselves true noachium one big joke.

radiant pasture
dawn basin
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👍

radiant pasture
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Cause 14 weight is a LOT

dawn basin
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Its indeed alot

jolly dune
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There are guns who can wreck bots in seconds

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Tanks included

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The main reason players went tanks are to have a 2nd chance to fight those high dps build

radiant pasture
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They have dr ... That is able to dish out lots of damage while you kill the enemy.

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And having a bit less armor: 160k instead of 170-180k is a first step'

late snow
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Sounds fair ideas.

dawn basin
# radiant pasture And having a bit less armor: 160k instead of 170-180k is a first step'

I agree 140k its good but not all tanks have same armor and many stil want a big armor nerf on all tanks. Whats stil one big joke because there its a big difference between tank parts. And their armor but above 160k its indeed alot many stil cry. About parts below 140k than its skill issue. The stil need to rework nanite repair and the fact you get points for taking damage. If the all chance that would fix the tank problem. I dont have much problems whit it and i only use 1 tank lol whitout **** gear

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..but stil many players say tanks in general and stil dont know anything. Many also dont explain what the mean lol also a big issue. On this discord.

jolly dune
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mainly pilots

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like washington

hollow grail
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Some of the pilot skills needs to be worked on

near root
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And which pilot skills are the worst offenders

hollow grail
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So if you rework the boost, you can still get the bonus but less

radiant pasture
jolly dune
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Could possibly reduce some resistance from skills the last stand could stay at 10%. resistance when someone within 100 meters could drop to 5% and when activity a abilty instead of getting 7% resistance it can be reduced to 5%

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And with biohazard as well from 15 to 10%

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And with parasite from reduce its the amount of buff you get from stacks. Correct me if I’m worng but I think it’s 0.08% per skill it could drop down to 0.05

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Also with maximazer there could be a 1 second cooldown and reduce from 30 to 25% or 20%

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A 1 second cooldown will allow it not to stack like crazy while still keeping it decent

near root
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I agree with damage reduction change. I believe that one is bullet catcher? You dont have to do anything special for that skill. Just be close range. There should be a more stringent activation requirement for that one

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Or like you said, reduce it

jolly dune
unkempt nest
jolly dune
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fish, 1 second will change it where you cant insta charge it to max

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while it still being useful but a 5 second cooldown for it will make it not useful

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and your better off using damage resistance or extra damage skill rather then maximazier if it gets turned into a 5 second cooldown

radiant pasture
jolly dune
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Who said only guns

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Gear allows that to happen and pilot skills

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2x as well