Jiggly
New Member
- Joined
- Aug 2, 2015
- Messages
- 11
Hello, my name is Doc (or now Jiggly) and i have been playing on Panda community servers for about 2 years now, mostly VSH. Here i learned the basics about the gamemode and am still enjoing playing on the server. Sadly, now that i can hope to say that im one of the 'better' players, i can say that everytime i play as the Hale i found it laughtable easy to win against the enemy team. This has many causes, may it be bugs because the plugin does not get updated or just balance failures, but i wan't so suggest some changes wich could potentally make the server more enjoyable and/or more entertaining for the already 'pro' playerbase.
I'd like to start off with an very big concern of mine for a long time, wich is in fact the cooldown on the Bravejump ability (or superjump) of bosses exept the Headless Horseless Horseman.
As of right now, you have an around 5 sec cooldown on 100% charge, of wich 2,5 will be dimished by the time you land. For the slow ones, that pretty much means, that hale is able to strafe almost half of the time at high speed in air, avoiding damage and being able to pick targets one by one without much worry or actual skill, wich is not the point of this gamemode. The boss should use his Bravejump to either escape, pick a key target, traverse distance fast or initiate an fight, but as of right now you can spam it, wich in my opinion bores the game quite alot if the hale is decent. Base on the reasons i gave, I Would suggest increasing the cooldown to 10 or even more seconds to re-establish the reason it does exist.
Done with the Cooldown-based Ability, we litterly can move right to the next one, the Revenge (or Rage) ability.Unlike the Bravejump, Rage is based on an meter wich fills up by gaining damage, wich upon release gives enemys in an specific radius an lesser stun effect (like sandman at mid range). This radius is amplified by 2 bosses, the HHH gets additional 25% to compensate for his lack of Bravejump, while the Christian Brutal Sniper gets and 75% reduction to compensate for his gain of an upgraded bow. Rage was implementet as an ability to deal with powerfull team combos like Engineer+ airblast Pyro(s), multiple Heavys, Medics in groups or just an generall punish if they stand close together. As of right now, with 20 Players on the server an the set Hp scaling of the hale, he can rage approx. every 2.7th player (given they deal the damge required on average to win), wich can never be justified by the reasons mentioned above. That being said, i suggest using the option to make Rage based on Percentages again (every 25%, 3 rages) wich increases just like hp scaling rounded on 1st decimal (etg 12+ 4 rages, 22+ 5) to make it worth (or even necessary) to time/use it well. CBS still could use special treatment.
Next up are not necessary balance changes, but rather suggestions to fix anoying bugs (atleast i hope they are). Since they don't belong to this section i will only scratch them.
1st: Crits on egg-pickup as the Easter Bunny
Following the Vsh plugin Bosses are never supposed to ever get access to critical damage exept on round end or cap, both wich do not have impact on the actual game. Giving the Easter Bunny the ability to get crit boosts by his own eggs, he not only breaks the carefully chosen Boss damage of 202 (195 for HHH), but also crits all his Eggnades wich are fired on rage, making the special property of clearing close rooms and sentry nests to an massive killing maschine wich paried with constant rage just makes him op in small to medium maps. This should be fairly easily fixed, especially since it did not occured on my testing of the plugin itself.
2nd: CBS not being able to properly free himself from being taunt stunned
While on the FF2 servers a common bug, it should not occur on vsh. Not much to say but no idea why all other bosses can do so.
3rd: HHH sometimes stuck on player after teleportet
Again, not much to say, should be fixed by updating the plugin/restoring it since it was fixed a long time ago.
I'd like to start off with an very big concern of mine for a long time, wich is in fact the cooldown on the Bravejump ability (or superjump) of bosses exept the Headless Horseless Horseman.
As of right now, you have an around 5 sec cooldown on 100% charge, of wich 2,5 will be dimished by the time you land. For the slow ones, that pretty much means, that hale is able to strafe almost half of the time at high speed in air, avoiding damage and being able to pick targets one by one without much worry or actual skill, wich is not the point of this gamemode. The boss should use his Bravejump to either escape, pick a key target, traverse distance fast or initiate an fight, but as of right now you can spam it, wich in my opinion bores the game quite alot if the hale is decent. Base on the reasons i gave, I Would suggest increasing the cooldown to 10 or even more seconds to re-establish the reason it does exist.
Done with the Cooldown-based Ability, we litterly can move right to the next one, the Revenge (or Rage) ability.Unlike the Bravejump, Rage is based on an meter wich fills up by gaining damage, wich upon release gives enemys in an specific radius an lesser stun effect (like sandman at mid range). This radius is amplified by 2 bosses, the HHH gets additional 25% to compensate for his lack of Bravejump, while the Christian Brutal Sniper gets and 75% reduction to compensate for his gain of an upgraded bow. Rage was implementet as an ability to deal with powerfull team combos like Engineer+ airblast Pyro(s), multiple Heavys, Medics in groups or just an generall punish if they stand close together. As of right now, with 20 Players on the server an the set Hp scaling of the hale, he can rage approx. every 2.7th player (given they deal the damge required on average to win), wich can never be justified by the reasons mentioned above. That being said, i suggest using the option to make Rage based on Percentages again (every 25%, 3 rages) wich increases just like hp scaling rounded on 1st decimal (etg 12+ 4 rages, 22+ 5) to make it worth (or even necessary) to time/use it well. CBS still could use special treatment.
Next up are not necessary balance changes, but rather suggestions to fix anoying bugs (atleast i hope they are). Since they don't belong to this section i will only scratch them.
1st: Crits on egg-pickup as the Easter Bunny
Following the Vsh plugin Bosses are never supposed to ever get access to critical damage exept on round end or cap, both wich do not have impact on the actual game. Giving the Easter Bunny the ability to get crit boosts by his own eggs, he not only breaks the carefully chosen Boss damage of 202 (195 for HHH), but also crits all his Eggnades wich are fired on rage, making the special property of clearing close rooms and sentry nests to an massive killing maschine wich paried with constant rage just makes him op in small to medium maps. This should be fairly easily fixed, especially since it did not occured on my testing of the plugin itself.
2nd: CBS not being able to properly free himself from being taunt stunned
While on the FF2 servers a common bug, it should not occur on vsh. Not much to say but no idea why all other bosses can do so.
3rd: HHH sometimes stuck on player after teleportet
Again, not much to say, should be fixed by updating the plugin/restoring it since it was fixed a long time ago.