View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008060 | Valley 1 | Suggestion - Balancing Issues | May 23, 2012 2:54 pm | May 25, 2012 4:47 pm | |
Reporter | Bluddy | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.029 | ||||
Fixed in Version | 1.032 | ||||
Summary | 0008060: More boosts for neutral skelebots | ||||
Description | Not having double and triple jump is a big handicap, but playing with the skelebots is just so much fun -- you basically have to use teleport instead of double jump, and it's pretty awesome. I'd like to have something to make them more tempting as a gameplay choice -- something that also makes sense. How about giving them immunity to acid water and cold? Perhaps only the male bots should have that because they also have a bigger hitbox. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Hmm I disagree. I think they are really strong as it is. Yeah you can't double/triple jump, but you can still get jump increasing enhances. Add that to ride the lightning and I have no trouble tranversing through areas. Plus the falling damage immunity is really REALLY nice. It basically frees up a leg slot for you. The Cold/Heat immunity is a really big deal too. If you are going into a hot area, you would have had to wear a heavy suit that has the same penalties as being a skelebot anyway. Honestly, if I didn't know that other time period characters were going to get some new special abilities, I would say that skelebots are overpowered. |
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The bonuses they get aren't that great, actually. Falling damage immunity can be pretty much cancelled out and then some by access double / triple jump, since jumping near the bottom of the floor means you don't end up splatting on impact from a big fall; in essence, it's replacing something (really) good with something fairly weak. Cold resistance isn't worth a lot since coldsuits don't prevent you from doing much. Heat resistance isn't that great either since unlike heat suits, you can't take off being a robot when you're in an area that doesn't need heat resistance, and the downsides to a heatsuit are the same as the downsides of being a robot. To my mind, robots should be quite tanky (at least the larger ones, since smaller ones are more evasive instead by having the smaller hitbox); I'd suggest an innate damage resistance, or a short invincibility period after being hit. |
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Falling damage immunity isn't canceled out by double/triple jump at all, you still have to A) have a jump left while falling and B) actually manage to jump at the right time. I am pretty sure cold suits slow down your movement ( and I believe they cancel out the speed bonus from bronze age characters ). Anyway I mostly like the heat immunity thing because it is just one less thing I have to worry about. Plus it takes the edge off of fighting firebats no matter where I am :) |
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I still find the robots to be a clunky joke right now. With Double/Triple Jump, you can cancel out falling damage anyway and the Niche Air Enchant doesn't even come close to the extra jumps. And the Heat/Cold Immunity is easily countered with the suits. What I'd like to see, to make them really an "All-Terrain" character, would be Windstorm Pushback Immunity and Acid Water Immunity added. This way they could naturally go into any area with no adaptations needed. |
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...I really like the sounds of All-Terrain, actually. Maybe they could also get Lava Immunity (or Lava Resistance at least) as well, since that would definitely set them apart. |
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Thanks! * Neutral skelebots now have immunity to acid water as well as enough anti-knockback that pretty much nothing will ever knock them back. |
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Should they really have acid water immunity? Regular enemy skelebots aren't immune to it. |
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I think it makes them more interesting, honestly. Potentially the regular enemy skelebots should get it for the sake of consistency, but honestly I prefer them without it. So it's a bit of a mix. ;) |
Date Modified | Username | Field | Change |
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May 23, 2012 2:54 pm | Bluddy | New Issue | |
May 23, 2012 3:24 pm | GauHelldragon | Note Added: 0024729 | |
May 23, 2012 3:26 pm | GauHelldragon | Note Edited: 0024729 | |
May 23, 2012 3:35 pm | BenMiff | Note Added: 0024732 | |
May 23, 2012 3:43 pm | GauHelldragon | Note Added: 0024733 | |
May 23, 2012 4:49 pm | Nanostrike | Note Added: 0024741 | |
May 23, 2012 6:32 pm | BenMiff | Note Added: 0024753 | |
May 24, 2012 8:37 am | tigersfan | Internal Weight | => Feature Suggestion |
May 24, 2012 8:37 am | tigersfan | Status | new => considering |
May 25, 2012 10:57 am | Chris_McElligottPark | Note Added: 0024875 | |
May 25, 2012 10:57 am | Chris_McElligottPark | Status | considering => resolved |
May 25, 2012 10:57 am | Chris_McElligottPark | Fixed in Version | => 1.032 |
May 25, 2012 10:57 am | Chris_McElligottPark | Resolution | open => fixed |
May 25, 2012 10:57 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 25, 2012 4:24 pm | GauHelldragon | Note Added: 0024894 | |
May 25, 2012 4:47 pm | Chris_McElligottPark | Note Added: 0024896 |