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Thread: 006 Shadow Hunter [60] v1.1.1

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  1. Default

    Hex will trigger and work as well as it does now but instead of constantly being locked to 3-15 second intervals for the entire map it will change between 3-15 seconds randomly just like the heal wave.



  2. Default

    Ok here are some possible ways to improve hex (I can add hex support to the races that are missing it).

    Rather than make it so you randomly get it at any time during a match (like how it is now). You would instead have a % chance to get it for X time when hit by an enemy. So you then know that it is activated and you have the ability for X time.

    I could also keep the other version of Hex and add it as a new ability.



  3. Default

    Hex will have the new features and still allow you to avoid abilities.



  4. Default

    OK the updated version of hex with the previous ability implemented at the same time is now out. So as you can see the hex ability is getting quite the boost in this update. Level cap changes may be made to this race as needed but we will see how it goes for now. I also might implement a cool down for the hit based side of the hex ability as well depending on how balance tests go.

    Please report any bugs the race is on FINAL RELEASE STATUS unless major bugs or balance issues are found.



  5. Default

    So what does hex do now exactly? When you shoot someone you have a chance to gain the ability ignoring power and slow them? Or?
    What: my life skills use meat

    “Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain

  6. Default

    See updated description on first post.



  7. Default

    Holy buffnuggets batman! Shadow Hunter is going to be amazing now XD
    What: my life skills use meat

    “Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain

  8. Default

    That is why I said some balance tweaks might be needed b/c I do not want it to be OP but it should be a lot more powerful now.



  9. Default

    Quote Originally Posted by ZERO View Post
    That is why I said some balance tweaks might be needed b/c I do not want it to be OP but it should be a lot more powerful now.

    Loving the new hex fix zero.
    I didn't mind that the "slow" would be it's own 5/5 ability named "Murky Shades" or some dark themed shit.
    This way the race won't exponentially grow too strong with each hex point.

    In fact, having this race requiring more levels to max out will allow players to have a better time reaching some of the higher level races requirements to unlock. Which is a pain between lv 100 and 180.

    Speaking of levels, you need to remember that this race is supposed to be a noob tube counter race for new players facing off higher level races, so you can't push the unlocking requirements too high. Maybe at lv 90 at most since most ppl will level up flame pred at lv 70 to at least lv 85 to start benefiting from that race.

    Perhaps you should post a thread where the veteran players or clan or ula vote on a new rearrangement of the race unlocking order so that it makes a bit more sense.
    For example rapscallion at 260 is too high for a weak race, same with piano or genocide.
    While molecule, human, and spiderman can be pushed up a good 20-50 levels easy.
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

  10. Default

    Level changing might be better handled after I finish the big reprogram as I plan to double all the levels per abilities for all races at that time and curve the xp on the upper end more. Given that would you all still like to have the new parts of the ability split off onto its own ability slot?



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