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View Full Version : New Aggression Buff and Feedback



AAcat
12-18-2016, 01:45 PM
Hi-Rez is fully aware about "Aggression" problem and seems to need help from the community, I've come up with some solutions and would ask of you guys to think with me for the perfect buff. Here are just some of mine:

(from best idea to least favorite idea that I created in my opinion, read note at the bottom to understand what idea 1,2, and 5 mean in more detail.)

idea 1:{
tier 1: 5%dmg & 5% faster firing rate. @400 credits
tier 2: 10%dmg & 10% faster firing rate.@800 credits
tier 3: 15%dmg & 15% faster firing rate. @1200 credits
}

idea 2: {
tier 1: 5%dmg & 10% more ammo. @500 credits
tier 2: 10%dmg & 20% more ammo.@600 credits
tier 3: 15%dmg & 30% more ammo. @1300 credits
}

idea 3: {
tier 1: 10%dmg @500 credits
tier 2: 15%dmg @900 credits
tier 3: 20%dmg @1300 credits
}

idea 4: {
tier 1: 5%dmg @200 credits
tier 2: 10%dmg @600 credits
tier 3: 15%dmg @800 credits
}

idea 5: {
tier 1: 5%dmg & 5% decrease to damage falloff @350 credits
tier 2: 10%dmg & 10% decrease to damage falloff @750 credits
tier 3: 15%dmg & 15% decrease to damage falloff @1150 credits
}

idea 6: {
tier 1: 5%dmg & 10% more dmg on headshots @400 credits
tier 2: 10%dmg & 15%more dmg on headshots @800 credits
tier 3: 15%dmg & 20% more dmg on headshots @1200 credits
}


-from idea 1: the firing rate would increase making the gun or weapon deal dmg faster. Ex: Viktor's gun would fire faster, same with ruckus and cassie. Sha lin's charge time to ready an arrow would decrease. etc. etc.

-from idea 2: The ammo will depend of the character, Makoa, for example, will just have 1 ammo per tier, while ruckus will have 20 ammo per tier.

-from idea 5: this will effect falloff damage, which is when the weapon/attack does less damage due to distance, or other variables. this will help shooting from long distances, explosives, and general things like that.

leave your suggestions on what idea is your favorite, what could be changed within these ideas, or whole new ideas in general.

EvieIV
12-18-2016, 02:03 PM
i have read and disagree with everything
having something be beneficial for only a specific champ is stupid in a strategy game

JTheJackal
12-18-2016, 02:49 PM
I think I'd prefer if they just ditched the whole damage increase aspect altogether and replace it with something new, like penetrating targets (shots pass through 1/2/3 characters) or something else new entirely.

Evilwerewolf
12-18-2016, 04:27 PM
I think I'd prefer if they just ditched the whole damage increase aspect altogether and replace it with something new, like penetrating targets (shots pass through 1/2/3 characters) or something else new entirely.

I like that idea

ThunderBubble
12-18-2016, 05:24 PM
I don't agree with this, aggression is good for some champs, just not all of them, it requires more dedication i suppose, you have to max it to be worth it, and then it's only good with high damage champions.

I could maybe see number 6, but all the others are way to op, i mean way way too op. especially number 1.

ThunderBubble
12-18-2016, 05:25 PM
I think I'd prefer if they just ditched the whole damage increase aspect altogether and replace it with something new, like penetrating targets (shots pass through 1/2/3 characters) or something else new entirely.

I like this idea :D

Knightenstein
12-18-2016, 07:05 PM
How about we actually buff Aggression to directly counter Haven and Blast Shields (which I assume was its original intention) instead, huh?
Aggression buff; 300/600/900 in credits and 10/20/30 in damage%.

PTLagger
12-18-2016, 07:40 PM
Time to dig my old idea for Aggression rework before but that thread look like dead
#1: Penetration: Ignore 25/50/75% effect of Blast Shield/Haven, doesn't affect non BS/Haven champs. Cost: 300/600/900
#2: Berserk: Increase your weapon damage by 10/20/30%, but you take 5/10/15% more damage from any source. Cost: 400/800/1200
#3: Backstab: Increase your damage to frontal attack by 5/10/15%, side attack by 7,5/15/22,5%, rear attack by 10/20/30%. Cost: 400/800/1200
#4: "True" Aggression: For AoE: Increase 5/10/15% AoE radius and have 5/10/15% less fall off. For Projectiles (not AoE Projectile): Increase travel speed by 10/20/30% (Makoa, Cassie, ShaLin, Grover, ...). For Hitscan: Increase maximum range before fall-off by 5/10/15% and have 5/10/15% less fall off

TriggerSmile
12-18-2016, 09:11 PM
Time to dig my old idea before but that thread look like dead
#1: Penetration: Ignore 25/50/75% effect of Blast Shield/Haven, doesn't affect non BS/Haven champs. Cost: 300/600/900
#2: Berserk: Increase your weapon damage by 10/20/30%, but you take 5/10/15% more damage from any source. Cost: 400/800/1200
#3: Backstab: Increase your damage to frontal attack by 5/10/15%, side attack by 7,5/15/22,5%, rear attack by 10/20/30%. Cost: 400/800/1200
#4: "True" Aggression: For AoE: Increase 5/10/15% AoE radius and have 5/10/15% less fall off. For Projectiles (not AoE Projectile): Increase travel speed by 10/20/30% (Makoa, Cassie, ShaLin, Grover, ...). For Hitscan: Increase maximum range before fall-off by 5/10/15% and have 5/10/15% less fall off

This look more like something that belongs in a high level pro level game, like league of legends.

Aroxis
12-20-2016, 09:53 PM
Time to dig my old idea before but that thread look like dead
#1: Penetration: Ignore 25/50/75% effect of Blast Shield/Haven, doesn't affect non BS/Haven champs. Cost: 300/600/900
#2: Berserk: Increase your weapon damage by 10/20/30%, but you take 5/10/15% more damage from any source. Cost: 400/800/1200
#3: Backstab: Increase your damage to frontal attack by 5/10/15%, side attack by 7,5/15/22,5%, rear attack by 10/20/30%. Cost: 400/800/1200
#4: "True" Aggression: For AoE: Increase 5/10/15% AoE radius and have 5/10/15% less fall off. For Projectiles (not AoE Projectile): Increase travel speed by 10/20/30% (Makoa, Cassie, ShaLin, Grover, ...). For Hitscan: Increase maximum range before fall-off by 5/10/15% and have 5/10/15% less fall off

Bro I think you are playing the wrong game. Which card in the game is that complicated?? You cant have more than one element to a card so scrap all of those ideas. I think aggression could easily be fixed if it becomes a 300/600/900 coin thing. I know for sure that i would get it every round knowing that I would have almost a level 3 by the time the first 2/4 rounds in siege is done.

Gordyne
12-21-2016, 04:12 PM
Or they could join agression and wrecker into one buff(nerfing dmg to shields a bit) and create a new red buff that increases fire rate?

Ztav
12-27-2016, 03:19 PM
I actually liked all the ideas and with some real math included, would be OK. And I'm saying that as a support/front.

Agression is expensive and useless as it is now, to the point no one buys it at high levels.

Stayhi
12-28-2016, 12:41 PM
Simply change the price to 300/600/900 or keep the price and raise it to 10%/20%/30%. Maybe its not enough or to much of a buff, but at least it will be in a better place than now and simple.

HATTRlCK
12-28-2016, 01:06 PM
I think I'd prefer if they just ditched the whole damage increase aspect altogether and replace it with something new, like penetrating targets (shots pass through 1/2/3 characters) or something else new entirely.

Howabout shield penetration??

OzzyOzzy
12-28-2016, 01:59 PM
I was thinking on how all other damage items benefit against a certain class type.

Cauterize stops healers
Wrecker stops frontliners
Deployables stops Ying, Barik, and Grohk
And Deft Hands is overall useful for everyone.

Maybe there can be a damage item that benefits against Flankers. Like increased damage against singular targets. Since flanks are usually in the backlines, alone and picking off against teammates, this will benefit players against flanks.

This sounds stupid, but a damage item that can counter flankers would bring all damage items full circles, now having an item for each of the classes.

SlenderLegs
12-28-2016, 03:03 PM
none of these make sense