if rob makes something op
toxic-normies
Robert Moran is a digital content creator known for being a scam artist
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Sunday, January 20, 2019
his way of nerfing it is buffing everything else
hes even done it in urealms
s1 pyroblast was 30 damage if you had fireball
s2 it became 99 damage
and in s3 23784352903 cards did 99 damage
Pyroblast wasn't in season 1 ya goof
it was?
Side quests if you count that as part of it
it was in the Bloodsnake Queen sidequest
lol
i say they are s1
1.5
still the point is made
Ok i figured out how to make monster fun
It was officially considered the season 2 deck
Just a test run for it
but it was still changed before
anyways the problem was that there was no learning curve
there was no reason to never use JJ
hell in the last few weeks everyone had trinket magic coil
and if you rolled res 2 which you had a 25% chance of getting you were legit unkillable
even a golem couldnt
a guy legit was in mobspawn when the golems doom event happened
didnt die
the last time mob was fun was before summer 2015
I agree with rob that monster should not be as strong as a dwarf, depending on the monster though. I feel like thinking about could one dwarf, lore wise fight this creature and win, is a good way to balance their strength, as well as reducing the amount of procs.
now im not saying equal
yes dwarf should beat a zombie
I think you have to decide a couple big questions about the game:
How powerful should a dwarf feel? a player monster? an AI?
How much skill should it take to play?
How much building should there be?
How long should an average game last and the standard deviation on that?
How many players per round?
How much content do you pump into the game? Number of weapons, items, mobs, heroes, etc
One dwarf should be able to take down a zombie. One is alive, one is a warrior, one is dead.
One dwarf should not be able to take down a golem.
but if there are 3-4 zombies on 1 dwarf then the dwarf should start to get in trouble
And i think each of those decisions splits the current DvZ fanbase
hell
I feel like the way rob took "how much skill should it take" was poor.
I agree, I even think old Rob would agree
a dwarf could have 1v1ed KRUNGOR in the last few months
Krungor
But part of that is wanting the dwarfs to feel REALLY powerful
the ogre king that has an axe that deals 60 daamage
So even if you fuck up, or aren't paying attention
you're fine
I think the way juice has worked sorta makes this hard to fix
One of the biggest skill recs in old DvZ was, your juice.
autocasting anything like that is dumb
I think if you had a first party DvZ client, a single button to take a swig would be best
Didn't you have to go through the drinking animation before?
No gent
you hit the air
like left click
it was never not left click to heal
pause was just retarted
his one good addition to healing was the 500 mana auto heal
I think to lower the skill req, one button, like Q or R or something, should be to take a swig, which might lower your weapon for a second, and you take a quiick swig, then get HP. That would lower skill, but also make you still be careful
that we all coulc deal with
its not even that hard to get used to tbh
just you hot bar should be: Sword Ale Bow that way whenever you are fighting you are a scroll away
Now with a first party DvZ client.
Would you have a minecraft scrollbar?
or hotbar
I don't think you would
Since you're not limited to that
i think you would
I think you'd do a wheel, and also have keybinds
Wheel is faster than a hotbar.
i dont think wheel is the right way
but wheel is an other menu
the thing would be building
Actually, maybe how GMod works
Dishonored
has an interesting hotbar,
that
All bindable buttons, and goes away when not being used, which can be configured
I like dishonroeds hotbar, but it also has a wheel
For reference
I think a lot of PC games have bad wheels
but I like the idea of wheels
That dishonored one has a lot on it though
I think its prey?
which has one of the worst wheels
ive ever used
