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Balance Discussion: Blob's difficulty curve throughout a round
#7
(03-11-2020, 05:13 PM)Frank_Stein Wrote: I feel like an aspect of blob that plays a part in the way responding to it plays out is how deadly an encounter with it can be, with absorbtion being an instant and usually round ending death.

I would like to see fights with blob have a greater level of even handedness for both the blob and the crew, with a greater margin for error on both sides

Please see: People get tox damage while being on blob tiles.

The blob should definitely get all the basic resistance tiles from the start for sure, and maybe a shorter cooldown for placing space tiles.

late game blob needs some pretty serious nerfing though, like badly... having an entire crew of 40+ people all fighting a single blob on all fronts with little to no progress getting made without the use of some pretty turbo-nerd shit is extremely dumb. Maybe blob tiles could be weaker the farther away from a nucleus they are past X range?

So say maybe 7-13 tiles away from a nucleus the tiles would start having less health or take more damage or something? I think this would make the nucleus positioning more important for a blob and prevent end game blobs from being so powerful while still leaving early game blobs maybe otherwise affected? Might require tweaking the extra nucleus gain points so instead of like 100 for the first maybe 50-75?
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RE: Balance Discussion: Blob's difficulty curve throughout a round - by Drago156 - 03-11-2020, 05:30 PM

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