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Item overhaul review

Jackal

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It's been 6 months since the item overhaul update was released, so I will share some of my thoughts about the changes that were made, and how we can improve the PvP balance even further.

Taunt
Previously useless now it's combining 2 really strong modifiers that have changed the meta in some way or another, specially in low level systems.
Current modifiers:
- Increased damage dealt to the affected player
- Decreased repair effectiveness of the affected player
I think the only modifier that the taunt should have is the increased damage one, the repair debuff is a bit too much for pvp content and useless in pve content, so I would suggest removing the 2nd one from the item. Decreasing the cooldown time would be an option as a compensation.

Thermoblast
Previously one of the weakest long cooldown damage items in the game, now remains almost the same.
I would add the repair debuff to the item to increase its performance and versatility.
The ancient variants could be adjusted if necessary, to provide the correct repair reduction effectiveness.

Attack Droid
Despite being better than before, its the worst item in the game right now. Its randomness and ease of destruction make the skill very frustrating to use.
I would change how this item works, instead of being an instant skill that spawns an attack droid, the item would function like a swarm, spawning attack droids during the active time of the module, for example 5 seconds active time with 1 second between droids would spawn 6 of them in total.
The droid behaviour and its spawning system would remain the same, and its damage and/or hp could change accordingly.

In conclusion
  • Having 2 items applying 1 modifier each instead of only 1 item applying 2 is healthier for the game and really important in low level PvP Conquests. This would help specific ships that are underused to the field like the Storm class and Emperor, being able to apply a repair debuff with perforator, increasing the odds of killing the targeted ship, while balancing the amount of taunts in low level Conquests (Vega-Gemini).
  • Changing the attack droid to a swarm skill will make the item more reliable and far more complicated to deal with.
I hope these changes are well received and easy to implement.
 

Vishnu

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I like the change for the Thermoblast, but I 100% agree on the Attack droid. If the rework you suggested is off the table then there could be a improvement to its AI and a increase in cadence across all the attack droid types.
Yet to see Taunt in action at a satisfying degree other than lower systems. We barely have proper cq's on askone so I have no opinion except maybe instead of removing the function of repair reduction completely it could be nerfed ¯\(ツ)/¯ but I wouldn't mind either or.
 

Jackal

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Yeah the Taunt isn't a popular item in Sol+ Conquests, but I think that's because we don't have any ship that has it except from the Tank class (which is not very popular either in those systems), but with the addition of new ships like Raven Hybrids, we will have more options for using the Taunt.
And as I said, the nerf could be compensated with a slightly reduced cooldown just to keep the item interesting enough, although I think it's not necessary.
 

Redthorne

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About taunts, imo having the 2 effects are fine, but strong taunt is just WAY too strong. (go check on HHG if you're curious). I feel only a nerf to strong variant is necessary.
We don't see taunt usage in higher systems because the ships that have it suck hard, but I'm scared of the day we see a good raven ship featuring taunt if it stays as is.

About thermo, I'm thinking about hornfels/emperor and I don't think they need to be stronger than they already are.

About AD, I'd rework it to be more similar to DD. Let it have low active time and CD, and make it impactful. You could make it so it fires everytime you hit an enemy, that could even make rapid blasters useful that way.
I'm sure there are a lot of ways to make AD better than something that spawns, fires once, dies and leaves you with 5min CD...
 
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