Completed [FF2] Demopan charge cooldown rework (1 Viewer)

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Autismo

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This is a thread created for the freak hale called demopan pictured below
Demopan.png

which was the first result I found by searching his name.

What're the changes I'm proposing?
  • His charge having an initial cooldown on the start of the round
  • Charge being rage percentage based (15% rage per use)
  • The cooldown between charges being decreased to 6.5s (currently it's 9 to 10s)
  • His health being increased by 15%
  • His rage formula damage being increased by 7%
that is what I'm suggesting, the reasoning is to prevent hit n' run play styles being the strongest suit for the hale, to prevent cheese strats on certain maps and create higher engagement for reds instead of the hale just pissing off to jump in and out of action all the time.
 
  • Dumb
Reactions: Macko
that is what I'm suggesting, the reasoning is to prevent hit n' run play styles being the strongest suit for the hale, to prevent cheese strats on certain maps and create higher engagement for reds instead of the hale just pissing off to jump in and out of action all the time.
>Acts oblivious to the fact that Rattleton has an even more retarded hit and run strategy than any other hale which also costs 0 rage
>Wants to make balanced hales less viable


>"Why is FF2 dead?"
 
Your choices are kind of confusing, All in all, I would like a very slight decent buff to demopan, Maybe shorter cooldown and Slight HP elevation, And that's it, I'll refrain from giving percentages for the lack of knowledge, Voting yes tweak the changes a bit..?
 
His charge having an initial cooldown on the start of the round
  • If you mean that it should start empty then fine ig.
  • Demopan is an outlier for having extra movement at the start of the round. (Beepman too for being able to bhop, or maybe not, I don't remember.)

Charge being rage percentage based (15% rage per use)
  • THAT'S WAY TOO MUCH!
  • If lunges take 10-20% rage on usage, then charges should take less (maybe like 5%)
  • Why? Charges give you horizontal velocity and therefore it requires skill (eg. trimping or jumping THEN charging) to make it work, meanwhile lunging just launches you straight at your enemy with basically no precision required.
  • Point being, they are not the same, therefore they should NOT cost the same.
  • (It should however be a non-zero percentage since having an infinite scout eradicator charge with no penatly is pretty busted.)

The cooldown between charges being decreased to 6.5s (currently it's 9 to 10s)
  • This could tie into the lack of charge he will have at the start of the round being less punishing + offsetting the pain caused by the rage consumption on charge.

His health being increased by 15%
&
His rage formula damage being increased by 7%
  • These are fine, especially the rage part, since the charge costs RAGE now.

Overall, Yes (tweak the changes a bit).
 
His charge having an initial cooldown on the start of the round
  • If you mean that it should start empty then fine ig.
  • Demopan is an outlier for having extra movement at the start of the round. (Beepman too for being able to bhop, or maybe not, I don't remember.)

Charge being rage percentage based (15% rage per use)
  • THAT'S WAY TOO MUCH!
  • If lunges take 10-20% rage on usage, then charges should take less (maybe like 5%)
  • Why? Charges give you horizontal velocity and therefore it requires skill (eg. trimping or jumping THEN charging) to make it work, meanwhile lunging just launches you straight at your enemy with basically no precision required.
  • Point being, they are not the same, therefore they should NOT cost the same.
  • (It should however be a non-zero percentage since having an infinite scout eradicator charge with no penatly is pretty busted.)

The cooldown between charges being decreased to 6.5s (currently it's 9 to 10s)
  • This could tie into the lack of charge he will have at the start of the round being less punishing + offsetting the pain caused by the rage consumption on charge.

His health being increased by 15%
&
His rage formula damage being increased by 7%
  • These are fine, especially the rage part, since the charge costs RAGE now.

Overall, Yes (tweak the changes a bit).
 

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