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Αναφορά προβλήματος μετάφρασης
My list for rebalancing it.
Increase width of cone by +1.
Increase range of cone by +1.
Increase attack damage to 30.
Increase movement speed to 2.4.
Give the special ability: Takes half damage from acid attacks (such as the venom's spit) before applying armor.
Give the special ability: Does double damage to infected buildings (such as 'Tavern of Doom', etc.)
Even then it would be situational.
not the wall, but gate them self
I agree with those. I've felt the same way for quite a while thinking about how to Buff Lucifer.
I don't agree with the DMG reduction from Venom. I don't think that's really needed, especially for a unit that is, effectively, a Melee unit. IMO, this is where you want unit composition to make up for that.
That said, the double damage to infected buildings I totes agree on. I think that's a great idea since it would make Lucifers the "hard counter" to Villages of Death etc. IMO it would make you require less units to Clear a VoD, thus allowing faster and slightly more varied play.
Two things.
First, to be effective melee units are going to need special abilities like I just described or they will never cut it. Right now the game is all about damage avoidance. Melee units will never work without some sort of damage mitigation.
Secondly, among the Lucifer's many problems is that it is terrible against all 3 current special infected. Giving it a little break against the spitter would at least make it somewhat viable, albeit still not as good against the spitter as snipers.
Basically if it could attack once per second with a ranged flame stream that does massive and lingering AoE, it could then be used in towers and reduce the chance of it doing firendly fire.
All in all :
1) Give it a range of 4 or 5
2) Allow it to be in towers
3) The flame streams does contact damage and leaves an AoE fire damage on the ground that all infected that walk into take DoT damage
4) All infected hit by the original flame stream take DoT damage, and can transfer fire for a short amount of time to all nearby infected
Doesnt make much sense to me tbh. Im clearing VoDs with 10-15 snipers. I have these snipers way before i have lucis. So even IF luci does double damage to VoDs i usually have cleared most VoDs before i can build him (without hurting my economy too much)... And then, after VoDs hes just useless again, even tho i didnt even need him, since 10-15 snipers do the job already...
Sry, but these buffs wouldnt make me trains Lucis.
I don't disagree, perhaps I should have reworded myself.
What I meant was: I think unit composition is supposed to fix this. Melee can't close by themselves, so you bring ranged units to cover them etc.
I mean it'd be like making Firebats in StarCraft get 50% dmg reduction from ranged because they are Melee units.
As for giving them a break against specials; I suggested Lucifers do a lasting DoT effect on anything they hit. I.e. they get a burst off and now all those Infected will burn for ~20 dmg per sec until they die. IMO, this would make Lucifers effectively soft counters to Chubs/masses ... and even if the Lucifer dies he is still effectively dealing damage. Plus I think it'd be really cool to see a wave of infected buring, overcome that defense line then die on their way to your next line from DoT lol.
But the game is Early Access so I don't really care what kinds of changes are implemented as long as it's intended to improve stuff. In this case, I don't care if the Devs make Lucifers shoot Fireballs that do 100 damage ... as long as they recognize that Lucifer needs a serious buff lol.
While I agree that Lucifer needs a rework and that DoT may give him a very interesting use, I say we attract our attention on how to make spitter not be so heavy in defining the Meta as it currently is.
Other then straight nerf though I dunno how. As I am against straight nerfing anything, but a single special should not be So heavily defining I'm a games meta. I'm not good at thinking up percentages and ideas like that.
While I don't feel Lucifer could intrude on snipers field as a special killer, perhaps make him more of a tank. Beef up his HP. And give him damage reductions to a great many things. Perhaps make it so his weapon attracts attention to,him and off other units.
I think part of the problem is that Infected Venom is the only ranged infected. On top of this it does a lot of damage and has a, IMO, massive AoE which sets it over the top.
IMO a nerf to the Venom's AoE or Fire Rate should curb them into tolerable levels. A single Venom isn't that much an issue unless you aren't paying attention to your blob of units. However when there's 2+ Venoms things get ridiculous due to their DPS and AoE being able to wipe everything in 1-4 shots.(collectively, not individually)
Perhaps if there were more Ranged Infected or other units beside Sniper could outrange them, Venoms wouldn't seem so OP
But I dunno If that would solve the issue. It would open up viability of other units in last wave though as spitters would have to get closer to,the shock towers then, but I dunno,
Feels like that special might need a bit more attention
Yeah, I dunno either.
Though I agree that Venoms need to be looked at or something. They definately seem to be the root cause of the current "Meta" right now.