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Ancient Healrs Must Be Renamed In Ancient Saviors.


letir
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Anicents can now create almost immortal bunch of Infested. On high levels ODD they reduced my Penta from 5000+ Corrosive and Blast damage to 118.

 

Sorry, what???? 118 damage, with pretty big range, with heal? U14: Return of the Insane armor-scaling???

 

So, problems:

1) AOE weapon and abilites are useless now.

Main point of this things is crowd-killing stuff. Now you MUST kill Healer first, before you can use your Ignis.

 

2) Infested Defence is ruined.

You cannot beat it in "legal" way, without CC abilities.

 

So, Ancient Healers need massive nerf and limiter for their ability - something about 20% resistance on lvl 50.

 

P.S. For any "but challenge" post: I don't see 99% resistance as "challenge", it's impenetrable wall.

20-30%? Okay.

50%? Oooookay, but...

90%? Unacceptable.

Edited by letir
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Damage reduction shouldn't scale with levels is what I say. A 20% resistance against high level infested is already a lot and will provide decent challenge, but like you said, a +90% is just ridiculous and goes back to armor 1.0 (which was horrible).

 

Also, just a correction, Healers are now "Fossilized" so they take damage like any other ancients (Corrosive - Blast), not from Radiation.

Edited by Casardis
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Tl, dr:

Boo hoo, now I need a skilled marksman in team to kill priority targets, cant blow everything with my 13-formaed Penta, qq.

 

OMG DE, a unit made me fail a mission NERF NAOW!!!

 

You guys are just being insulting and missing the main point of the topic, which is about the ridiculous scaling of resistance from Healers, in which is EXACTLY like Armor 1.0. That was changed specifically because of how problematic it was in the first place, with many great topics explaining why such scaling is simply broken and doesn't involve good design, so there's not much argument in saying that this is the right thing. We're going back to square one with this Healer design, and a very bad one.

 

Therefore before trying to sound witty and smartassy, at least consider the valid points in TC. Stop focusing on the "whining" and look at the big picture.

 

 

It's not perfect, but it's a step in the right direction. Flat resistance values would be better.

 

This. Simple change, challenge element is kept, it scales better instead of being stupidly scaled, and there we go.

Edited by Casardis
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Tl, dr:

Boo hoo, now I need a skilled any marksman in my team to kill priority targets, cant blow everything with my 13-formaed Penta while sitting on the ledge, qq.

What the point of Penta/Ignis/any AOE wep, if you must snipe your targets?

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You guys are just being insulting and missing the main point of the topic, which is about the ridiculous scaling of resistance, in which is EXACTLY like Armor 1.0, which was changed specifically because of how problematic it was in the first place, so there's not much argument in saying that this is the right thing.

 

Therefore before trying to sound witty and smartassy, at least consider the valid points in TC.

Oh, I did address his main point.

Kill Healer. Then kill everybody.

Called tactics.

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Infested did not need a buff and now they have  too much hard cc , poison clouds , resistances and the list goes on and on .Infested WAS  a fun faction to play against now it is just too annoying especially the flying ospreys 

Edited by Garuger
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Damage reduction shouldn't scale with levels is what I say. A 20% resistance against high level infested is already a lot and will provide decent challenge, but like you said, a +90% is just ridiculous and goes back to square one of armor scaling 1.0.

 

Also, just a correction, Healers are now "Fossilized" so they take damage like any other ancients (Corrosive - Blast), not from Radiation.

Really? I'm missed this... thank you.

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Oh, I did address his main point.

Kill Healer. Then kill everybody.

Called tactics.

 

Don't the healers also get resistances?

 

Additionally, the scaling is STILL ridiculous in terms of stats. A flat resistance is still a better choice and scales without being stupid.

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Oh, I did address his main point.

Kill Healer. Then kill everybody.

Called tactics.

Main point of "good tactic" is choice.

 

99% of resistance destroy any choice.

 

It's called annoying S#&$.

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Infested did not need a buff and now they have  too much hard cc , poison clouds , resistances and the list goes on and on .Infested WAS  a fun faction to play against now it is just too annoying especially the flying ospreys 

i agree

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Don't the healers also get resistances?

 

Additionally, the scaling is STILL ridiculous in terms of stats. A flat resistance is still a better choice and scales without being stupid.

 

 

  • Healing Ancients - Links with nearby allies, any damage they take heals the Ancient up to 150% health, and it scales up to reflect having health > 100%. Also reduces damage that nearby allies take.

Bolded.

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Now we can actually use another weapon beside Penta and Ogris in ODD! Yay!

 

"I will just snipe a headshot on a healer so my friends can fire their penta and instakill the whole group like usual."

 

So stop abusing 4x Penta or Ogris and change weapon. PEnta Ogris Left click AFK ODD was boring anyway. It was of absolutely no challenge, just damage sponging nonstop.

 

All I want from them is to start giving 600-700 base exp instead.

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Bolded.

 

Then I'll have to test it out to see if it's true. Seeing all those bugs coming, I won't be surprised that Healers also get the resistance. Lastly, my point still stands that a flat resistance is a better design choice, since they already take health from linked allies getting damage.

 

It's a STEP in the right direction. Is it already there? No.

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Now we can actually use another weapon beside Penta and Ogris in ODD! Yay!

 

"I will just snipe a headshot on a healer so my friends can fire their penta and instakill the whole group like usual."

 

So stop abusing 4x Penta or Ogris and change weapon. PEnta Ogris Left click AFK ODD was boring anyway. It was of absolutely no challenge, just damage sponging nonstop.

 

All I want from them is to start giving 600-700 base exp instead.

I am at the ground and meele them that helps too XD

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I mean my own choice of weapon and abilities. Free choice. Without stupid flat resistance, what alredy destroy Armor 1.0.

 

Free choice to choose between Penta or Ogris for ODD is like free choice for Asian kids to become an engineer or a doctor.

 

This adds even more variety into the comp if you want to go long. You need an actual single-target weapon now to kill the Healer without having its hp constantly healed from damaging the other minions. This is just like complaining about Prosecutor because watch the TV, read a book and eat banana while pressing Left click and right click every 3 seconds to get to wave 60.

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Free choice to choose between Penta or Ogris for ODD is like free choice for Asian kids to become an engineer or a doctor.

 

This adds even more variety into the comp if you want to go long. You need an actual single-target weapon now to kill the Healer without having its hp constantly healed from damaging the other minions. This is just like complaining about Prosecutor because watch the TV, read a book and eat banana while pressing Left click and right click every 3 seconds to get to wave 60.

I disagree a person does not necery needs penta or orgis o angstum to have fun in odd . I for example always go with valkyr melee and have lots of fun destroying everything.However new buffs removed kinda that because now i have to go high to avoid toxic clouds from osreys aand the grapling hooks thus the buffs removed the variety in odd forcing only vauban and explosive weapons

Edited by Garuger
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