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Hydra fix: the right way

Hydra fix: the right way

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8 листоп. 2024, 22:4408.11.24
03.11.24
3

Hydra fix: the right way

Exponential decay of points.

i

An abstract example

It's like a decreasing multiplier. E.g. you get less points with every next 100 turns or every next 100K damage you deal (that could be done like a reversed Scarab shield so that you actually deal less damage).

The stronger the team, the bigger the penalty.

Newbie players would be barely affected. A Player A dealing 10 times more damage than Player B could then be competed by 2-3 Players B (and not 10, like in the current or former implementations).

Adjustable, predictable.

This approach would automatically equalize any champion or mechanic - existing or added in the future. It wouldn't break any existing team in Hydra, just make them less OP. It wouldn't affect anything in locations other than Hydra.

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8 листоп. 2024, 23:3908.11.24
25.06.20
6714

They more-or-less already have this. It's essentially what the decreasing turn-counter on both the duration of devour and the turns before the next devour are for, on top of the increasing HP on devouring heads once the turn-counter drops to two.

The problem is they simply can't balance their game around the absurd mechanics they themselves introduce - and they likely can't nerf Trunda too much because they risk alienating their whales.

9 листоп. 2024, 12:0809.11.24
9 листоп. 2024, 12:08(відредаговано)
16.12.21
1207

redditbot reply above ^. a combination of ignorant and ironic :D

ShortOnSkillzModerator
9 листоп. 2024, 13:1209.11.24
24.06.19
2425
MooredRat

redditbot reply above ^. a combination of ignorant and ironic :D

Cant believe you'd call Kram a bot.  Rude.

ShortOnSkillzModerator
9 листоп. 2024, 13:1309.11.24
24.06.19
2425

My only concern with something like this is you'd end up with really homogeneous scores and at the same time disincentivize people trying to improve their times.

9 листоп. 2024, 13:2909.11.24
16.12.21
1207
ShortOnSkillz

My only concern with something like this is you'd end up with really homogeneous scores and at the same time disincentivize people trying to improve their times.

I still say it woulda been better to have an absolute cap on damage, (like say 250M x difficulty modifier) and in the event of a tie for Clash, the win goes to whichever clan hit it in fewer total turns

9 листоп. 2024, 15:2509.11.24
25.06.20
6714

I stand by my suggestion of capping turncount at 500 instead of 1500.

9 листоп. 2024, 15:4809.11.24
18.12.19
348

We need 6 turn limit, you buff + debuff + give 1-2 smacks, every one of your char gets to go once. easy and classy

harleQuinnModerator
9 листоп. 2024, 19:3009.11.24
24.02.19
7962
kramaswamy.kr

I stand by my suggestion of capping turncount at 500 instead of 1500.

Less turns, reduced scores for max rewards sounds like a very time saving idea.

ShortOnSkillzModerator
9 листоп. 2024, 21:5709.11.24
24.06.19
2425
kramaswamy.kr

I stand by my suggestion of capping turncount at 500 instead of 1500.

Only if they move the scores for PR chest down as well.

9 листоп. 2024, 22:3609.11.24
25.06.20
6714
ShortOnSkillz

Only if they move the scores for PR chest down as well.

I mean, yeah that's a given lol.

ShortOnSkillzModerator
9 листоп. 2024, 23:2409.11.24
24.06.19
2425
sharkium

We need 6 turn limit, you buff + debuff + give 1-2 smacks, every one of your char gets to go once. easy and classy

1000x multipliers on scores.  Easy