At the moment I cant say that Im too happy with the last patch. Its not that I really disagree with the changes, but more that there wasnt enough, and some things that needed to be changed didnt get changed at all.
So I thought I would make a list of patch notes that I think would make the game better, and who knows, maybe some of these will get used.
I also want to note that these notes arent very specific, Im mainly just saying what should be changed and in what way, so Im not going to have any specific numbers on how much things should be changed. Feel free to tell me if you think something on the list isnt right.
-Stage 1 melee damage is slightly decreased
-Stage 3 melee damage is slightly increased
-Abilities go back to having damage increased when leveling them up
-Leap now breaks through objects much easier, and gives hunters in the leap path knockback
-Goliath now has top hat and monocle skin (still waiting TRS)
-Banshee Mines are always a pack of three again
-Pounce range reduced
-There is now a delay between when you land and when you can pounce
-Traversals recharge quicker
-Tranqs and stasis effect her less
-Decoy has shorter cooldown
-Decoy lasts a bit longer
-Decoy AI actually goes after hunters
-When shot while invisible, you reappear for less time
-Supernova damage slightly increased
-Supernova duration slightly reduced
-Rockwall no longer gets holes in it from hunters walking through
-Light melee damage slightly increased
-Chances of hunters jetpacking out of Tongue Grab removed
-Rolling is effected much less by wildlife and destructible objects
-Gets the FishyG23 stamp of approval
I wanted to rewind back on a lot of changes, since they didnt work out well. I made it so stage one is a bit less powe ful and stage 3 is a bit more powerful, because lets be honest, is anyone here actually threatened by a stage 3 monster? As soon as I found out that abilities no longer increase in damage it was a big wtf moment for me, increasing damage with leveling up has always worked well, so I dont see why it should be changed.
With Goliath Im having trouble pinpointing exact problems with him, other than just traversal derpness, so I would say he should mainly stay the same, since the hunter changes might tip in his favor. Seriously though, where is my top hat skin.
With Kraken I wanted his gameplay to be like how it was back in the day. He used to feel like an archer, always staying at a distance, and was really fun. Now he feels way too spammy, and his gameplay is just annoying. To counter this, I made it so you cant pounce immediately after landing, so that Kraken has more reason to stay in the air. The changes to lightning strike were so that Kraken couldnt get any undodgable combos with other abilities. As for banshee mines, the one mine per level was cool at first, but it makes it extremely ineffective at stage 1.
I know a lot of people will like/dislike these Wraith changes. The basis for all of these changes was to make hit and run more prominent for her again. As we all know, stasis is the most annoying thing in the world as a Wraith, so I toned that down, which hopefully would make stasis as good as harpoons against her. Supernova goes quicker but ends with similar damage output, that way she doesnt have to stay in one spot for too long. These decoy buffs were meant to make it better for repositioning, while also damaging and distracting hunters. These decoy values wouldnt be going back to how it was at launch, but in that direction. To counter all of these buffs I gave her a health and armor reduction, which makes it so hit and run is absolutely needed.
I wanted to make Behemoth do more melee damage, but only made light attacks stronger since a roll heavy still does very high damage. Jetpacking out of a tongue grab would be fixed, since you can already dodge the initial attack.
Its kind of strange how Gorgon feels like the most balanced monster now, but its kind of true. She will probably get hit with the nerf hammer anyways though.
-Domes take 2.5 seconds to drop
-10% healing buff from previous micropatch removed
-Body decay time increased
-All good here
-Shield capacity nerf
-Shield reload speed nerf
-Turret accuracy increased
-Jetpack booster capacity decreased
-Too OP, plz nerf
-No changes needed
-Harpoon gun reload speed increased
-Repulsor horizontal bend reduced
-Survey Sattelite cooldown back to normal
-Is always stage 3
-Balanced since the beggining
-Rocket speed increased
-Rocket base fire rate increased (not supersoldier)
-Is still doom
I feel like my Val healing nerf was needed, since the buff for it was out of no where, and made it very hard to break through someones health with making her lose line of sight. She should still have roughly the same healing output as Caira, so it should work out.
I wanted to take away the power of defensive supports, since they are extremely strong at pretty much any level. The hope is that Sunny and Hank both go down to the level of Cabot and Bucket, which would probably on its own take us out of this dark period for monsters.
I really disagree with the changes that have been done to Jack, since he started out balanced imo. I wanted to bring back his old horizontal bend, so that you would actually have to be in front of the monster to block it, but I want to keep the vertical bend the same so he can still deal with a Kraken efficiently.
The assault class is generally very balanced, so theres not much to say about that. I did want to make Parnells rockets a bit more effective though, so it doesnt feel like I always have to use the shotgun.