About the augment: Unshakable


(K1X455) #41

@bgyoshi said:

The game should be about skill, not augments. If you buff augments, then your skill becomes irrelevant.

Sorry if you can’t accept that but don’t ask for opinions on explosives if you’re going to deflect with some asinine bull about Phantom

Skill in the use of Abilities makes this like Overwarch. I won’t go in that direction. Otherwise, just play Overwatch.

If you’re advocating for skill, then you admit that the game will never be balanced in technical terms because match servers are limited to regions in NA and EU… Asia?


(SiwaonaDaphnewen) #42

@bgyoshi said:

Buffing augments is a bad idea. I don’t even like that the game has augments in the first place. I spent the entirety of 2016 and 2017 playing with default augmentless cards and since they got rid of those and ALL cards have augments now, well I’m kinda forced to play with them.

I have a solution for you: Play gen1 load outs with such great augments like Cold, Big years, Sneaky ect.


(bgyoshi) #43

@SiwaonaDaphnewen said:

I have a solution for you: Play gen1 load outs with such great augments like Cold, Big years, Sneaky ect.

Most of my cards ARE Gen1 loadouts

@K1X455 said:
If you’re advocating for skill, then you admit that the game will never be balanced in technical terms because match servers are limited to regions in NA and EU… Asia?

Let me see, hmmm…

No, no I don’t think I ever once mentioned that in every single post I ever made in this thread.

And hmmm…

No I don’t think you ever mentioned it in your post topic for this thread.

Yeah, not at all.

I will now only have one response to this thread.

Nerf explosives, don’t buff augments


(Xenithos) #44

Guys, did everyone not see where Kix said that they roll back the explosive nerfs? If they do this the unshakeable at 30% isn’t going to be that bad in terms of numbers, but I absolutely agree it would become a primary augment for anyone playing that knows what they’re doing.

For now I think it’s fine where it is, maybe a slight upgrade to 20% is okay. But 30? WITH rollbacks? Huh… Okay. :stuck_out_tongue:


(bgyoshi) #45

@Xenithos said:
Guys, did everyone not see where Kix said that they roll back the explosive nerfs? If they do this the unshakeable at 30% isn’t going to be that bad in terms of numbers, but I absolutely agree it would become a primary augment for anyone playing that knows what they’re doing.

For now I think it’s fine where it is, maybe a slight upgrade to 20% is okay. But 30? WITH rollbacks? Huh… Okay. :stuck_out_tongue:

Yes I saw, that would be a horrible idea and just make the issue worse

NERF explosives, DON’T BUFF augments


(K1X455) #46

Yeah…

Make more mercs useless (Nader, Javeliln, Proxy, Fletcher, FRAGGER, Arty, & Skyhammer); good thinking there rather than level the playing field with the rest of the 15 others.

It’s not about nerf this and buff that… It’s about buff this to balance that.


(bgyoshi) #47

@K1X455 said:
Yeah…

Make more mercs useless (Nader, Javeliln, Proxy, Fletcher, FRAGGER, Arty, & Skyhammer); good thinking there rather than level the playing field with the rest of the 15 others.

It’s not about nerf this and buff that… It’s about buff this to balance that.

Explosives are off the rails OP. They’re the main focus of every team comp and the biggest headache everyone has

And like I said before, rather than nerfing their strength, I suggest nerfing their availability. That way you have to be smart about when you use them, instead of having a full arsenal of explosives every single spawn wave like you currently do. I already gave a list of suggested changes and the only time I suggested weakening explosive strength was with Fletcher because I don’t know how to fix him. But even then, I don’t think weakening them would be necessary.

The problem with buffs to balance is that the buffed things become the meta. If you buff augments to balance explosives then all you did was force players to use the same augment to nerf explosives anyway. If your goal to balance explosives is the weaken them by an extra 15% (currently 15% + 15% = 30%) then why not just universally nerf explosive damage 15% to achieve the same effect? That way players don’t HAVE to use Unshakeable and the ones that do actually benefit over others.


(K1X455) #48

@bgyoshi said:

Explosives are off the rails OP. They’re the main focus of every team comp and the biggest headache everyone has

That’s why Fragger’s nades have trails, Skyhammer and Arty’s airstrike has warning sounds and Javelin’s rocket fire has delay. You didn’t think about those things didn’t you? Like, you’ve been playing all this long and you still can’t bring it up.

And about timing the explosive during spawns, too bad. It’s just part of the game. I know a game where explosives work well in your favour. Tetris.