So I'll try to restrict myself to few changes of things that were not changed significantly in the recent patch, but that need addressing in my view. The upside of the timing is that Redwood still has plenty of time to consider suggestions before the next round.
I'll try to address especially underused units among top players based on my experience in Tiberium and my recent analysis of the Top40 Nod decks and the Top25 GDI decks. If the concern is changing the meta too much for lower-league players, I'll also address that and suggest options.
Disruptor
Issue: Underused at top level
Suggestions:
- Buff damage
- or buff the "time to fire" (i.e. allow Disruptor to more quickly start damaging units once they enter range).
- Nerf damage vs buildings (as it's already extreme against the base in the rare circumstances)
If there is a concern that Disruptor would be too strong on low levels: Reduce hitpoints to make it a "glass cannon" that needs skill to use
Artillery
Issue: Underused at top level
Suggestions:
- Decrease set-up time
- Allow it to slowly turn in set-up mode, but only upon manual targeting of a unit
- Reduce damage radius from area-of-effect to single-hex (this helps balance the buff, and differentiates it more from Juggernaut)
- Optional: Make it so that it only moves if you click on an empty field. If you click on opponent unit,
Avatar
Issue: Overused for base rushing
Suggestion:
- Decrease base damage by 30% or so. The idea is to make it used as a battle unit that needs to be outmaneuvered (take other pads, or clear with air or overwhelming numbers) and not as a "superman that kills your base with a boost"
- If necessary, some small buff to balance out (would not do this immediately, though)
Jackson & Oxanna
Issue: Not useful for cheap units, too strong for (certain) expensive units, especially in the context of base rushing (Kodiak).
Suggestion: Nerf the boost for more expensive units.
Complication: Some time ago, I already suggested this in the discord, and a dev answered to me that they believe this would be too complicated to explain / understand for players. As you can't just write "+X% attack speed / movement speed".
Alternative suggestions that would be simpler (based on Jackson):
- Option 1: Nerf movement speed boost, keep attack speed boost. Make the movement speed boost again %-based vs fixed, but reduce it from e.g. +60% to +30%. This would make it less useful for slow units (Kodiak, Predator), and keep usefulness for cheaper and faster units largely intact.
- Option 2: Make a very simple variant of my original suggestion. "Units that cost more than 100 Tiberium only get a +30% boost on movement speed and attack speed."
- Option 3: Straight-up nerf from +60% / +60% to +50% / +50%.
Kodiak
Issue: Used for base rushing too much. Boring gameplay as in many cases, little interaction / counterplay possible. (This might not be as relevant if Jackson is nerfed enough for this use case.)
Suggestion:
- Nerf base damage by 40%.
- Revert HP nerf
Kane
Issue: Underused at top level
Suggestions:
- Option 1: Reduce cost to 100, reduce damage by 25%, reduce hit points (and duration) by 25%. Idea: It will become more flexible to use
- Option 2: Reduce longevity by 50%, allow it to also attack air, reduce cost to 120. Idea: It will be a more versatile tactical defensive / area control structure
Buggy & Rhino
Issue: They contributed less and less to the range of viable opener with the adoption of Dogs & Wheels. But it's desirable that people use them, as it increases range of openings, thus diversity of play.
Suggestion: Roll back vision change. There is no fundamental issue with two factory units with vision range 3.
If you have your own ideas & suggestions, you can post them on the Rivals Subreddit, in the Official Rivals Discord (channel "suggestions") or in the official forum (albeit the sign-up process is a bit cumbersome, so Reddit might be easier).
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