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Community Poll #2 - Feedback on April 12 Balance Changes


Soda

Community Poll #2 - Feedback on April 12 Balance Changes  

7 members have voted

  1. 1. Jockey changes: Rocket nerfs. How is the balance of rocket jockey feeling now?

    • Too weak.
      3
    • Perfectly balanced.
      2
    • Too strong.
      0
  2. 2. Jockey changes: dps nerfs (unintentional, lol). How is the dps of the jockey feeling now?

    • Too low.
      2
    • Perfectly balanced.
      3
    • Too high.
      0
  3. 3. Tank changes: Visible HP bar. Overall, do you feel this is a good or bad change?

    • Good change.
      4
    • Bad change.
      1
  4. 4. Survivor changes: Pills cost increase. How is the price feeling now?

    • Too low.
      0
    • Perfectly balanced.
      3
    • Too high.
      2
  5. 5. Infected upgrade changes: 'Drug Pills' cost decrease. How is the price feeling now?

    • Too low.
      0
    • Perfectly balanced.
      5
    • Too high.
      0
  6. 6. Hunter changes: Point distribution changes. How is the value of playing hunter feeling now?

    • Too low.
      1
    • Perfectly balanced.
      4
    • Too high.
      0
  7. 7. Smoker changes: Damage buffs. How is the damage of the smoker feeling now?

    • Too low.
      2
    • Perfectly balanced.
      1
    • Too high.
      2
  8. 8. Smoker changes: Movement and ability buffs. Damage aside, how do smokers feel to play after these changes?

    • Better.
      4
    • Worse.
      1

This poll is closed to new votes

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  • Poll closed on 04/29/2024 at 03:00 PM

Recommended Posts

GC Board Member

This poll is a direct follow up to Poll #1.

The i-frame changes I think are the only thing that hasn't yet been implemented from the changes post of April 12.

Thus, it's time to give your feedback on the changes!

Please also post a comment elaborating on your votes if you want to provide more details, thoughts, or questions!

The poll will remain open until April 29th @ 12pm, but that doesn't necessarily mean nothing will change before then, depending on the results posted.

Stay safe and have fun 😁

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(edited)

I guess my 2 major takes are the following:

First of all, how exactly do you get Sky Diver now?

I ask because I landed four 20+ high damage pounces as the Hunter earlier today (with NONE of them being on incapped survivors), and I still didn’t get the Sky Diver achievement.

I have recorded evidence by the way. Just check the time stamp from 1:27:10 through 1:29:33 (afterwards, I failed to land any more high damage pounces) on the 1st chapter of No Mercy down below:

Do I need to land 3 PERFECT high pounces (aka the full 25 pounce damage) instead or something?

Secondly, I DIG your idea of Survivors being able to see the health of the Tank now, Soda 😎👍

Yes, it sucks when your Tank ends up being wiped out by the Survivors quickly. In fact, that actually HAPPENED to me earlier when the opposing team killed me SECONDS after I bought my Tank before I even got the chance to heal first.

HOWEVER, this recent change should encourage additional players to be more strategic when they buy a Tank.
 

Unless they’re extremely confident, you shouldn’t really buy your Tank immediately after earning 50 points most of the time; especially now that Survivors can see your health bar. 

Either you could:

 

1) Save your future Tanks to earn some heal points (like around the 80 point mark in those lengthy rounds).

2) You could wait for some of your teammates to earn Tank points first.

OR

3) You just have to make your first few moments as the Tank REALLY count while you still have green health.
 

Instead of charging at the Survivors out in the open, you have the quick decision to throw rocks from afar, use different routes to punch a few Survivors before retreating back to a different path, or just stall for your teammates.

Honestly, the BIGGEST positive to take from this recent update is that Tanks no longer feel invincible when you play as Survivors.

It’s reassuring now that you can see how well your Survivor team is doing when battling a Tank.

I can’t really say that this recent update has affected much of my gameplay as a Tank. I can still (help) wipe out the Survivor team with my Tanks; but I still have my fair share of failures as a Tank since the newer change. 

Aside from me occasionally forgetting that Pain Pills are worth 6 points now instead of 5 points, that’s pretty much my reaction & my analysis of the recent updates 🔥

 

 

 

Edited by Carlos
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GC Board Member

Ah yea the hunter changes.. This is a bit confusing, so I can definitely see how it doesn't seem to make sense.

According to my current understanding:

Basically, the vanilla game message that says "[player] pounced survivor for X damage" doesn't actually represent the damage applied by a pounce in GC.

This is because the damage is being handled by the points plugin, rather than the vanilla system.

So as a result, the vanilla system will mislead you by saying you hit 25 damage, but since we changed the distances for the damage values in the points plugin, you actually might only have done 19, and really the only way to be sure is based on the points awarded for the distance.
For example, in your video @ 1:27:38, the game message says "25 damage", but the points awarded was 7.8 out of a maximum 10 points for 25 damage (assuming player is not a bot and not incapped), implying the real damage was 78% of the maximum.
SkyDiver requires minimum 20 damage, which is 80% of 25 damage maximum.
And again, @ 1:28:27, game says 23 damage, but points awarded was 7.3, again under that 80% threshold for SkyDiver progress.

I hope that helps clarify for now!
I intend on looking towards a rework of this implementation, which I believe will ensure the vanilla message accurately reports the damage dealt while still allowing for changes to the distance values.
I already have a good idea what to do, so hopefully won't take long to implement.

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GC Board Member

My mistake, turns out the 'miss recharge' value is normally 15 seconds, but in versus it's 3 seconds by default.

I set it to 9 seconds, thinking that was a buff, but obviously a 200% nerf.

Will be fixed shortly!

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