Just an idea of how you can reward and balance spy around high level enemy but punish/limit the spy from stomping newbs.
Aside from back stabbing being countered by turning around being the core weakness, first from that is the decloak duration. If it's too long (like current) then good players often get far more time than they need. It also stops you out playing enemy with dukes and so forth, these should be valid tactics but are destroyed by casual friendly limitation. If instant de-cloak then ofc enemy would get no time to turn around even if hearing the de-cloak sound, obviously stupid.
What I'd suggest is a mechanic that rewards spys for good movement yet ultimately punishes/limits them in line with being a support class.
The spy is 100%hp: Cloaking takes 0.5 seconds / De-cloaking takes 1 second
The spy is above 50% but below 100%hp: Cloaking takes 1 second / De-cloaking takes 2 seconds
The spy is below 50%hp: Cloaking takes 2 seconds / De-cloaking takes 3 seconds
The -20% damage while cloaked should be removed. It's a pointless buff that does nothing but very slightly reduce the consequence of bad movement while addressing none of the real issues around decent enemy.
In place of that is increased movement speed while cloaked (mobility being the spys next main issue). Nothing too much but say 10-15%. Possibly increased with an unlock that comes with it's own up/downside.
So with the above, the fate and reward of the spy is a lot more in his own hands while he does not become a monster. Getting to a player and going for the kill will be made a lot more reliable but at the same time you will suffer downtime/death when ever you take hits. This will promote a hit and run cloak style so that you can keep 100% hp and keep the benefit of quicker de-cloaks, good movement permitting. In turn that need to hit and run etc acts as a warning/breather to the enemy so they can get and stay on alert.
Ultimately it has the potential to allow you to zip in and out of bad enemy and take out an entire group but in honesty. If you can kill 6 people in a short time frame and not take 1 solid hit to put you below 50%, you either played very well or they deserved it for playing very bad. More realistically, around good enemy at full hp you can stab, cloak up fast and use the speed to try and gtfo. In a nutshell not having to die after 9/10 back stabs.
The DR is seemingly impossible to balance, it's one of those items they should admit defeat on and remove.
If you want spy to use cloak then buff the real problems
Aside from back stabbing being countered by turning around being the core weakness, first from that is the decloak duration. If it's too long (like current) then good players often get far more time than they need. It also stops you out playing enemy with dukes and so forth, these should be valid tactics but are destroyed by casual friendly limitation. If instant de-cloak then ofc enemy would get no time to turn around even if hearing the de-cloak sound, obviously stupid.
What I'd suggest is a mechanic that rewards spys for good movement yet ultimately punishes/limits them in line with being a support class.
The spy is 100%hp: Cloaking takes 0.5 seconds / De-cloaking takes 1 second
The spy is above 50% but below 100%hp: Cloaking takes 1 second / De-cloaking takes 2 seconds
The spy is below 50%hp: Cloaking takes 2 seconds / De-cloaking takes 3 seconds
The -20% damage while cloaked should be removed. It's a pointless buff that does nothing but very slightly reduce the consequence of bad movement while addressing none of the real issues around decent enemy.
In place of that is increased movement speed while cloaked (mobility being the spys next main issue). Nothing too much but say 10-15%. Possibly increased with an unlock that comes with it's own up/downside.
So with the above, the fate and reward of the spy is a lot more in his own hands while he does not become a monster. Getting to a player and going for the kill will be made a lot more reliable but at the same time you will suffer downtime/death when ever you take hits. This will promote a hit and run cloak style so that you can keep 100% hp and keep the benefit of quicker de-cloaks, good movement permitting. In turn that need to hit and run etc acts as a warning/breather to the enemy so they can get and stay on alert.
Ultimately it has the potential to allow you to zip in and out of bad enemy and take out an entire group but in honesty. If you can kill 6 people in a short time frame and not take 1 solid hit to put you below 50%, you either played very well or they deserved it for playing very bad. More realistically, around good enemy at full hp you can stab, cloak up fast and use the speed to try and gtfo. In a nutshell not having to die after 9/10 back stabs.
The DR is seemingly impossible to balance, it's one of those items they should admit defeat on and remove.
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