I'll take the liberty of making a few suggestions now that the first patch update has been announced regarding the topic of this thread.
First comment:
@Highway , man, I don't know why I feel like when you're doing great with PG, you somehow have to mess with other things to cause discontent.
Cortex Asura: The nerf from 25% Armor to 20% with a 3-second activation delay was timidly accepted. Perfect, perhaps you saw it as a necessary nerf due to how strong it was, however...
The problem is not essentially with the Cortex, but with obtaining it. Your proposal to make the Armene Reactor weekly is correct, but the reward system is still flawed.
To begin with, your game doesn't have enough players on most servers. This creates a problem in the segment of squads participating in the reactor in question because redundantly there aren't enough participants, and you're not awarding rewards to the squad that: Didn't earn enough points in proportion to first place (established by another squad) and because there weren't more competitors.
Solution: The Armene Reactor reward should be awarded per participant based on their performance, whether they are doing it solo or with a full squad. One table can be created as appropriate for the game developer:
- Reward by number of waves cleared, where:
Wave 5 = 5 Parts
Wave 6 = 6 Parts
Wave 7 = 7 Parts
Wave 8 = 8 Parts
Wave 9 = 9 Parts
Wave 10 = 10 Parts
Wave 11 = 12 Parts
Wave 12 = 15 Parts
Wave 13 = 18 Parts
Wave 14 = 21 Parts
Wave 15 = 25 Parts
Wave 16 = 35 Parts
This solution could increase engagement in the Armene Reactor content, which could play well with the new score-based content for climbing through the Golden Skulls tiers.
Regarding the Taunt ability: It wasn't necessary to nerf it. Beyond the complaints, the real problem with Taunt is that it has a quality that doesn't correspond to the ability itself. It's the ability to reduce the repair effectiveness of the affected ship. This quality, in real and historical terms based on what the Pirate Galaxy game tells us as a narrative, corresponds to Thermoblast. Taunt can be interpreted as a "disorientation," and it seems appropriate that the target is vulnerable to taking more damage, relative to the ability to increase damage taken by the target.
Solution: Remove Taunt's additional repair reduction effect.
Add the repair reduction effect to Thermoblast.