Thanks for the comments :D
quote: Majo: Buffing it's speed from just 36 elmo/s to high 40s or straight 50 elmo/s could work to make it a proper menace in fights. |
I am thinking like 20-30% movement speed, the point of paladin being faster is a bit mute since paladin is more of an arty / support role.
quote: Silent_AI It's very strong in FFA, not sure it can be buffed. |
I really don't think we should be basing majority game balance on something as wonky as FFA, but the things that need tweaked likely won't really change anything for FFA.
quote: Aquanim In teams games which reach the point of building super-units, Paladin and the static superweapons are preferred. I assume that Detriment is considerably more popular, relative to the other superweapons, in FFA than it is in teams.
The advantages of Detriment which apply to FFA but don't matter as much for teams are (a) the fact that it can be concealed and (b) it is far better at wiping an enemy out quickly compared to Paladin. |
My guess would be in FFA there tends to be fewer larger units and defenses than in team games because the resources are not spread out across the team. So its more common to build larger things which are a more efficient use of metal. Detri struggles against lots of units, but does really well against a few big expensive things.
quote: Astran I think Detri is pretty strong. The reason it feels meh is because at the price it is very tempting to go straight to even stronger options like Zenith or DRP. |
Maybe if it was better people would rush static superweapons less.
Games where superweapons get made in teams tend to get very frustrating with several people (usual high rank) having to devote all their metal income to stunning the super. Most of the time the team that made super first win as they can easily snipe the enemy super. Doesn't matter how early you scout the superweapon, you always get half the team somehow unaware that it was being built.
quote: Majo Any buffs/nerfs would have to account that if it's too good then people will just skip making 2-3 paladins and go straight for detriments, if it's too bad then only paladins or other super weapons will be going out. |
Well it does cost the same as 2-3 paladins, so logically you should be building it if that's what you are going to do. Consequently it should be more powerful than 2-3 paladins to account for the extra build time.
quote: Snowlob Small fry: A Unit such as Detri beeing blocked by small fry which he should be able to just walk over is ridiculous. How about a very low range high dmg outlaw gun strapped to his feet, range low enough that circleing glaives/gnats are unaffected but what he "directly steps ontop" suffers. |
I tried something like this when looking at detri before, it works, but should it also affect ally units? If it doesn't kill ally then it looks weird and inconsistent, if it does kill ally then your team will hate you!
Jump either needs significantly more range, 50-100%. Or the cooldown needs to be much shorter (and the time before the jump could be reduced a bit).
For the dgun it feels like it needs some way to attack at longer range / over a larger area, I was thinking maybe a high arc setting for it where the dgun shots are fired up and spread over a much larger area.
As with all big units, it feels like they can't push or be very aggressive because there are so many super effective counters to them. Static superweapons get to enjoy being virtually impossible to reach, but can attack anywhere on the map in short order.
Basically I am saying that more detri = more fun. They are a tangible thing you can kill unlike a super buried at the back of the enemy base surrounded by defences and funnelwebs.
I will play around with a few tweaks and see what people think.