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PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.
You also have yet to address her ridiculous attack range.
But concerning PORoll, I noticed that for some reasons, her melee, indeed, I didn't notice it at first, but it clearly had a bigger range than the other hales, so yeah, it's real ; her main is OP. It's being nerfed and turns into Saxton Hale's fist range next version. Roll's health is the lowest of all the melee hales ; and these usually have a higher health (compare Gilgamesh and Morshu)
It's until some weeks ago I noticed her range was clearly bigger ; or at least, the attack had a bigger hitbox. I'm not sure if Silversin gave her this range on purpose (to rebalance her health for instance ; most melee hales's formula is about ~210 HP for each player, whereas on her case, it was ~155 HP.) Still it's planned to be reverted back to a normal Fist range =)
Saxton Hale was nerfed to half damage/no knockback (no knockback is a very rewarding power, especially for melee hales which are fast), but his rage lasts a bit longer to rebalance this. Your math starts getting wrong at the number of hits needed, as this actually varies, if the map has DOUBLEAMMO on or not... if it's not, this raises up to 125 hits. Soooo yeaActually this is a factor of HUGE hax pretty much nobody knows about. Double Ammo doubles Curly's charge, Super Jump's charge, and the Rage as well. And, this was never noticed. I plan to fix the ammos next version so DoubleAmmo can't double/halve them :
You also forgot to consider something, yeah of course Roll has 500 + 235*P health if she uses the rage, but... then her rage just allows her to have the same health as SH.
Now, mind you, this is all assuming that the survivors are being fairly prudent in choosing their weapons. Seeing how close this puts Roll to Saxton Hale in overall resilience, that suggests to me that this would be reasonable if the survivors would (or could) do this every time. However, if they start using stuff like rippers, land numerous glancing blows with explosive weapons (Crash Bomb and Flash Bomb come to mind), or simply run out of ammo for their powerful weapons and switch to the buster, things start going downhill fast. And in my experience, that happens very often--not everyone is experienced enough to use the proper tactics against Roll, and the RNG is not always kind enough to provide a good powerful weapon to fight her with.
Then, Saxton Hale has 500+235*P health too... except he has his rage in addition to that, he doesn't need any healing rage to have this high health scaling.
Like SH, Roll can't ragefeed when using the rage. Unlike SH, she still takes knockback. Way to go to FlashBomb her to death without carring about the actual ragefeeding as it doesn't feed.Anyway, the rate at which the rage feeds (like with ripping, Crash Bomb or Flash Bomb) is another story, it concerns the hitstun amount.
The same would happen with any offensive hales. If you feed him, many Rocket punches will explode this day ==> overwhelming power. If you feed Roll, she'll cast a lot of healing ==> overwhelming defense.
But, the hitstuning, in my opinion, is a fighting way in SH : the more you hitstun, the more it feeds the rage... HOWEVER, the more you hitstun, the more powerful attacks like Hard Knuckles or Top Spin as well as most melee attacks like Slash Claw or Flame Sword are to strike, and in some cases, these "rape sessions" with hitstunning weapons can pretty much delete 1500 HP of a hale, and this last one being blocked by the hitstunning, they won't even be able to positionate correctly to use the rage.To picture that, once I was Morshu in a server of ~10 players in Rebalanced, and I just got killed by a SINGLE Yamatoman who Yamatospinned me forever until I died. I could just, not move at all.
Mudkip's allies get a health nerf.Then, spawning Torchic and Treecko frequently... no. Mudkip's health formula is like, 90 HP for each player ; he has 1000 HP when there are 10~12 players in game. Whereas most melees would easily have more than 2XXX. You can't make him able to rage often.
The idea between Flash Man and Dio Flash is the same. The scale of power isn't. You wouldn't expect a hale to have Flash Man's buster to kill all the survivors right
Talking about Exit Unit, the dangerous situation is the same with Gilga and Rocket Punch, and no Exit Unit in your bag. If you find Gilga on your way as the last survivor, you have no chance to dodge it, the blast is too big and powerful to flee or resist, even an average player can't miss with this rage.
The reason was simple, nostalgia (and tribute to Silversin's) but by "removing" I mean, "turning it off". She won't appear anymore ; the RNG couldn't select this hale. However, if the host (and obviously the players that want her), she could be forced for a round by the host. It's not fun dieing neither.
I would love to see you jumping or fleeing from rocket punch. Jumping won't help if you blast the punches to the ground, neither does running. When Gilga does the charging sound, you have less of a second to flee from the giant radius. They work like very fast Drill Bombs, you fire them on the victim's feets and they get hit by the blast.
You can dodge Dio's attack, and you can realise it better if you actually get in the situation of the hale.When you're about to freeze time, there's a huge cooldown when you can't move. The players can notice it because the stand (cream flash man) is in an awkward sprite. Then, Dio gets slowed down when he's moving with the time frozen.
Also, there's a small delay between the time unfreeze and the knives are chasing. The knives only hurt when they're moving. If you spam the item use button, you could use Exit Unit before all the knives pierce you.
In any other case, you must keep the biggest distance with the hale. Remember of the cooldown before the time get frozen (which might get increased even more if needed), and also try to hide in secret corners if some maps allows you to. You can eventually outrun Dio / get out of his sight.
I haven't tried Bitter End yet, I'll give it a spin now, but chances of being used are low if it's a "small" rage (which need 125 ammo, like most hales do. "Big" rages include Za Warudo or Rocket Punch, they need 250 ammo. Which version was Bitter End used in?)
Not really. He can't even travel half of MM8GRE while using the rage.