Well, I’ve decided to prepone my idea about rebalancing the slobs as well as two other ideas wrapped into a single post.
Be sure to check it out and give your thoughts about it:
What if slobs simply used their special attack only when they die? When alive, they would just shoot single waste like chicks. In such scenario it would be obvious for new players, how slobs work, while still being challenging and not RNG-dependant.
inhales and exhales These guys are so damn hard to beat when the game spams them on freaking Veteran. I’m that recruit who hates using superweapons so you know stuff is going down with this. I don’t know how many times I got confused about their firing times until I just gave up. I stand with Akemisora on this one and this is absolutely necessary.
Killing Slobs (and Cowards) with a few strong blows reduces the chance of retaliation vs. killing them with a lot of weak blows. One-hit kills (e.g. Absolver) are perfectly safe.
This is an intended mechanic. Has anyone noticed this? Just curious.
Huh, I’ve been wondering why they were shooting more frequently when I was using Forks compared to Plasma rifle.
I guess that discourages the usage of weapons with low-damaging projectiles
Yes. I’ve been an Absolver main lately, so I’m well aware.
I love seeing slobs because they are like free food to me except that time I accidentally grabbed a Boron and discovered just how incredibly weak it is atm
When I first encountered slobs this is actually how I thought they work - I’d be open to this, though I’m also not convinced it’s the best solution.
I agree with EmeraldPlay, even if every weapon would have been reworked, then high damaging weapon would be superior no matter what.
Then every weapon would have to be roughly the same damage.
Riddler will deal the same damage as Absolver Beam
Look at the graphs.
It’s dps graph, not damage per volley nor damage per projectile
Close enough-ish.
Well, in such scenario, Slobs would be much more punishing for not only plasma/absolver players, but for everyone, so they should be much more rare, to not cause total mayhem.
They would not be punishing for Absolver players still - at full charge the beam would vaporize the projectiles, and as was pointed out about a weak ago, the projectiles spawn at the point of impact.
So this would only affect Absolver players if they charged the beam enough to destroy the slob without being at full, projectile-destroying charge - arguably less likely than the current situation.
Nvm, forgot it works like this XD Anyways, that change would be a huge slob buff.
My point here is consistency, if implemented, slob will only shoot that multi-direction attack ONLY ONCE, on the verge of its death. With every weapon (except Absolver, and if I don’t miscalculate) It would reach its hp between 10% and 0% no matter what (thank to its tanky hp), even in slighest second. And if it’s too complicated then it could be changed when it dies, but I think, it wouls bw too similar with toxic. And if implemented, all players should be aware of that. I think, it’s better than uncertainty.
Absolver isn’t the problem here, because it will obliterate it instantly, unless you use non-max charge shoots, then it’s your problem, because you have the solution already.
So in wave that the game spams slobs, it would be absolute bullet hell
The reason I am for using this attack, when slob dies, is the fact how obvious this is for new players. If someone sees that every time they kill this chicken, it always does that speciall attack, they will quickly understand its mechanics. If we do this 10% hp threshold, it might not be that obvious.
Yep, that’s why I am convinced, that both those solutions must come with decrease of Slob numbers in waves, if implemented.
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