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Balancing...

Balancing...

855 View2023-04-13
theres a large balancing issue in this game,
sophia has range, yuki has range, thanatos has range, tong has range. chiili has range, S17 has range.
Alice as range.
whats the difference between this range?
alice has a hitbox on her range.
am i saying remove alice's hitbox? maybe
but how can you beat characters like the ones listed first, when you  have  characters that range then have a hit box? then you have heracles that just got a nerf on his range. 
up tilts have a lot of range, priority, and hard to punish.
add some sour spots some characters, sophia, yuki, tong, and thanatos specifically.  its hard to punish these characters with lower tiers, except thanatos, but is makes no sense for a character that gets damage amplified to have moves trade (tong) or damage be strong regardless of the powerhouse boost (thanatos). Thanatos out ranges, most characters.
sophia, can do her super and block right after it whiffs, small punish window,  tina, small punish windows, yuki a lof of range, speed,  and most of her kills is the combo with animus.
im not sure if its confirmed, but i hear powerhouses get the powerup at 50%, thats way too low if its true. only person that gets killed at 50% is cupid.  character like tong getting a power up at 50% is insane, especially when they can get super armor, and still shield, and trade hits, that it seems on average, does 20% damage.
derek has a bug, where his grapple hook, doesnt hit the stage but will go through the stage and will pull the character through the stage.
I propose, making thanatos and alice air projectile a bit faster. and able to recover quicker. and possibly go faster.
sophia has a reflect, and counter. not common amongst most characters.
s17 range and hit box is too good, and has a lot of knock back.
same thing for derek final shot, it does 2 damage, and has a lot of knockback it makes no sense, i know it has 2 damage cause i got hit with it at 0% and it did 2% yet the knockback was as if i had high damage.
ad sour spots to disjointed characters. some could be like sophia, thanatos, have more damage at the hilt, yuki has more damage at the tip. but the damage and knockback outside the ranges be week.
cupid's aerials, fair and bair are fine, but the damage on the range could go up a little, not hit stun, easy to approach, easy to punish, easy to kill, makes no sense why he shouldnt have a spammable option in that case, clouds can be hit and destroys his set up. let them do damage, when hitting them then, they are a projectile.in essence. it doesnt have to be alot of damage, but maybe the damage like his neutral attack.
mikko side be is spammable, able to punish, but the knockback is high at low percentage.and amplified into a kill move, it should have some nerfing there.
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Dxrk•Hxru0
Dxrk•Hxru0
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Boo boo no one cares

2023-04-17

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If you want a fun smash esque game to play in competitive match making. Dont :) The devs are unaware of any balancing methods so several character are straight up fucking broken beyond comparison. The biggest offender of this is Mikko, who can obliterate every character you try to use against him due to his range with melee and bs moveset. A different example of this is Tarara, who can continuously spam you with one attack and bring you up to about 150%
Viie Der Verurteilung1K2023-05-27
I love the game, but some serious balancing needs to be done still. I've also noticed some projectiles/abilities/ultimates disappear or cancel when you die and others don't. Like before Judex's molotov hits the ground, if you die while it's in the air it disappears even after throwing it. But Aleta's bomb ult will continue to go off even after she dies. I would love to also see a barrier infront of spawn to prevent spawn killing. I would also like to see the characters with only one choice of ultimate to have another one as well like the others do. Sometimes I get one tapped by the same level hero, even though when I have the same set up and hit my shots right, it takes much longer. There are some ping issues with servers as well. Also can we lower how much Chemist can heal herself compared to how much she heals her team, sometimes if you aren't a one shot hit scan she literally can't die and can do damage to you as well. I look forward to the future this game holds though!
ASMODEUS6662K2022-12-15
Amazing but need balancing between physic hitter heroes(too op) and magic caster(too useless)
hey, as dota player i really appriciate ur works on this game.. but after 100match i think u guys need to buff most support heroes. the game more usefull using tanky core as support than magic caster support, all magic caster supp are very low impact from early game to late game, its like 1 sec stun and no dmg at all "forgot 1 thing and important.. physical hitter heroes are too OP than the magical dmg casters..
dstr9442022-09-01
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