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Balance Discussion: Blob's difficulty curve throughout a round
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Disclaimer: I am in no way qualified to participate in this discussion, but I'd like to provide a basic foundation for a thread here for the discussion to exist.


It has been stated previously that blob's difficulty curve is extremely unbalanced. What I mean by "difficulty curve" is how easy blob is to play as the round goes on. As the blob gets stronger, it becomes exponentially harder to handle, but as it gets weaker, it gets exponentially easier to handle. As a result, early-game blob is extremely hard for all but the most experienced of blob players (im looking at you, Wire), and late-game blob is extremely difficult to counter by the crew.

Therefore, I propose a discussion as to how Blob should be balanced in the early and late game, to make sure that the blob can reach the mid-game, a point where it can't be easily destroyed by a small number of crew, but to also make sure that when it reaches the end-game it's not immortal, either by making the end-game harder to get to or making it less powerful when you reach it.
(I should clarify: By early, mid, and late game, I mean in terms of how large the blob is, how many EVO points it has acquired, and how many abilities it has unlocked. The later into the game a blob is, the greater the aforementioned quantities)

What do you guys think? How should blob be balanced to make it less powerful in the end-game but make it easier to play and not be insta-killed by the crew early on?
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Balance Discussion: Blob's difficulty curve throughout a round - by aft2001 - 03-11-2020, 06:49 AM

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