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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Potion Launcher needs to go or needs reworked
Cain
Member
The Potion Launcher needs to have its damage cut by 70% keep damage to structures and the spell should increase the damage to what it does now and the freezing potions need to go. Having 90% of the final 2 circles just spamming the launcher is absurd and unfun. and you basically lose if you <solos> or your team dont have them/have less than the enemy. 3 short clips from 2 games i slapped together. the last 2 are back to back with about 10 seconds of gameplay cut out between them. i dont need to heal, dodge,lunge, or change weapons. Its fun to use and trolly but is really bad for the game.
"]https://youtube.com/watch?v=3OG0mJcY_Ks&feature=youtu.be[/url]
"]https://youtube.com/watch?v=3OG0mJcY_Ks&feature=youtu.be[/url]
3
Comments
it needs a slower fire rate like any other explosive in any other game
longer reload like any other explosive in any other game
and a tad less damg so it doesnt just 2 shot you lol
IDK even know why a grenade launcher exists in a fantasy olden time based game when theirs bows and spell books, no reason to use the spell book when the potion launcher does the same thing
10 TIMES better
Someone you otter know.
It the damage stays the same it need to be a single shot before reloading or drastically slower RoF. or just a huge damage nerf. I would prefer to just get rid of it as i don't think grenade launchers fit into the game but i think steven thinks they are cool so that isn't going to happen. In its current state it would need nerfed even if it was in a game where everyone else is running around with machine guns. In a game were every one has bows and swords its game breaking
agreed
Yeah the max damage output for a mag is 150 which is still ridiculous
Long boring rant ahead.
4v4 potion launcher wars in squads are still definitely a thing but they are slightly less oppressive. 2 Potion Launchers per squad is more common, often using that and a Grimoire to supplement the common Spiritpierce(Or Hemorrhage)/Lifebringer/Nightfall/Catfall build or multi-Archmage Companion build from the other members on the team. There are lots of other regular builds and messy loadouts mixed in to a lot of squads but NOTHING can command a battlespace better than a single Potion Launcher, let alone 2-4.
The explosion damage nerf was not very good at decreasing the ability to take space or deny space by lobbing spam-fire potions. Meteor Storm says "f*** this area in particular". Potion Launcher says "f*** this area, and this area, and this area, and your mother too!" and is ready to do it all over again just 2 seconds later. A sharper damage falloff from the center of the explosion may aid in decreasing the overall threat without making the weapon feel useless.
The impact damage nerf was not at all sufficient in decreasing the ability to defend space with incredibly low skill needed. With a similar DPS, the Nightfall requires precise aim and practice to deny charging or lunging by melee initiators. The NOPE Launcher doesn't have this finesse as the hurtbox of the potion is as fat as a log. Even if you somehow manage to miss, you're probably going to get some tickle damage onto someone.
If I get downed by someone, I want it to be because someone hit a nice shot, or they are quick as a fox, or they had a very cunning plan to bring me down, or they simply outplayed me in some way. Maybe I made a mistake. Maybe I was out of position. I don't want to think "well they have a Potion Launcher, and I don't, time to lose my 6 killstreak to someone with 1 elimination".
I don't enjoy a low skill weapon being the dominant meta. Low skill weapons, especially area control weapons, are very important to have in a game, but Potion Launchers are still too much, my dudes.
/rant