Showing Posts For Wildcard.3068:
Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: Wildcard.3068
I usually switch between a direct damage rifle build or a condition based p/p build but I always like to revolve my builds around the elixirs. That being said I can understand the dev’s argument for randomness. The consequences of not getting a desired proc are at most a nuisance and IMHO do not effectively ruin my playstyle. Having to react to a toss u appropriately makes my gameplay feel more dynamic but conversely getting stability from a toss s rather than invis feels more of a random punishment than a fun gameplay element. Here are my two cents on the elixirs with rng properties:
toss elixir b- should either be guaranteed to give all buffs listed or have a tooltip clarification. The randomness is a nuisance but not game breaking imo. Maybe make it so it always grants swiftness but still applies the other boons randomly. Another possibility would be to make it so it always grants 4 boons but it can create multiple stacks of one particular boon. So it would be possible to receive one stack of each of the buffs or for example 2 stacks of might, 1 of swiftness, 1 of retaliation. Just an idea I had.
toss elixir c- I havent used this elixir much but the randomness of this buff seems fine. Maybe add an hp conditional like above 50% hp gives might, fury, protection. Under 50% gives boons like aegis, vigor and regeneration. Maybe some boons like stability, swiftness, retaliation can occur during either.
elixir h- i think the randomness of this one is fine… maybe remove swiftness and add vigor to emphasize defensive qualities. (As a side note I believe swiftness falls into an odd category of boons along with some others because it is difficult to categorize as a defensive or offensive boon, so designing an hp conditional around it can be problematic) Edit: I was just playing and realized that it does grant vigor instead of swiftness.
toss elixir h- same as above.
toss elixir r- I only use this one sparingly so I can’t confirm that both effects are applied when tossed, which was an issue mentioned earlier in the thread.
toss elixir s- I’m only mildly annoyed by this ability’s randomness. Both effects are defensive and both can be used to secure a stomp, making it a pretty useful ability. Tossing a clutch elixir s to use invis to escape from enemies or secure a stomp for you or an ally is super gratifying. My problem with this is that I have died by tossing this expecting invis and getting stability. IMO this doesn’t add anything to gameplay and doesn’t make gameplay feel more dynamic or responsive.That being said I find this ability to be a little more difficult to modify with an hp conditional because although you might prefer invis when below 50% hp, that doesn’t mean you don’t want invis when above 50%. Maybe at below 50% hp grant a 100% chance to proc invis.
toss elixir u- I absolutely love this ability. Again I don’t mind the randomness. My only problem with this one is the stealth wall it creates (veil). It has its uses but this effect doesn’t seem to fit with the other spells it can proc (reflect wall and blind wall). I read on the wiki that this ability used to also proc line of warding (knocks down opponents that try to pass it) which I think fits much more in line with the other two spells.
tl;dr: I enjoy the responsive gameplay elixir randomness creates and I don’t think the randomness is detrimental to gameplay but I feel like some of the elixirs could be improved to better an alcehmy-based engi’s QOL.
(edited by Wildcard.3068)
I think that there should be some delay in its trajectory but in addition glue shot should also apply a cripple to those in its immediate path.