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Jammers are too strong
#3
Specifically the armour is a key issue I'm seeing coming up more so than the abilities. Even at low levels they seem to be negating far too much damage than is reasonable for players at that stage, and at higher levels they've just become walking fortresses.

The tutorial jammer has always been overtuned, but now it's only gotten worse seeing as it has armour and the ability to attack new players with ranged attacks now; I've seen my friends attempt to 2v1 it in character creation and still fail because their builds weren't immediately focused on damage.

Personally I think the monster armour idea should judt be scrapped or turned into a mini-boss modifier; monsters already have the advantage of no stat caps so a tanky enemy can just be created by upping their DEF or RES if needs be, but this armour system has just become oppressively.

As for the abilities, they're cool honestly, but they probably shouldn't appear below level 10 or 20 jammers seeing as they're kinda the enemy new players are expected to fight a bunch off.
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