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Post Icon So why was the hungerbot range nerfed?

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guest-aqsWLhpI

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618 Posts

Joined 2013-07-06

December 08, 2013 23:41 (5 months ago)

I mean it's bad enough you decreased the speed at which they pull and their tankiness but you nerfed their range a lot too o.0

I believe they were overpowered before, but now they are so useless... at least put their range back to where it was.


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Spinner981

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Joined 2013-04-30

December 09, 2013 03:19 (5 months ago)

Excelling at certain tasks better than any other non-elite creature doesn't mean they are overpowered. They did their job and they did it well, they weren't overpowered. Most other creatures are merely underpowered.

On that note, I have no idea why a range nerf was needed. They just keep nerfing the possibility of double pulls, which is all we can do to actually kill attackers these days. They probably just get to many complaints about how "Omg, that hungerbot got me but he was only on my screen for like 2 whole seconds and I didn't have time to react!"


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Zazzek

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December 09, 2013 13:27 (5 months ago)

I assume that they nerfed the hook speed and range to prevent chain pulls since stunlocking is now possible again. If that is really the case I would welcome another solution for chain pulls since this one made hungerbots almost useless.


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Peligrad

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Joined 2013-11-26

December 09, 2013 13:57 (5 months ago)

Hungerbots still have thier niche and work fine for the small 4 point investment that they cost.

They are the only creature in the game that can pull players into things and can do it from range.

If you are clever about how to use this ability, you will kill people.

They are a utility creature, that's all. They shouldn't have excessive combat stats.

I think they are in a good place currently.

People are just used to being able to spam them and having them be hyper disruptive. That really shouldn't be the point. You should design rooms where 1 pull gets the job done. That said, the archer especially needs a huge nerf, specifically to roll. Their "get out of everything free" card on such are retarded low CD is the problem, not hungerbots...

last edited: December 09, 2013 14:04 (5 months ago)

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guest-aqsWLhpI

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December 09, 2013 23:01 (4 months ago)

Quote | Peligrad posted on Dec 09 2013 01:57 pm UTC

Hungerbots still have thier niche and work fine for the small 4 point investment that they cost.

They are the only creature in the game that can pull players into things and can do it from range.

If you are clever about how to use this ability, you will kill people.

They are a utility creature, that's all. They shouldn't have excessive combat stats.

I think they are in a good place currently.

People are just used to being able to spam them and having them be hyper disruptive. That really shouldn't be the point. You should design rooms where 1 pull gets the job done. That said, the archer especially needs a huge nerf, specifically to roll. Their "get out of everything free" card on such are retarded low CD is the problem, not hungerbots...

I barely have any in my castle and I think they suck.
Their projectile speed is God awful slow and their range sucks. Their utility currently is complete garbage, I'd only use them if I was a douche bag that wanted to make a time waste castle and put them on knock back, connect them to a defend-o-tron and spam heal puppeteers.

If people die to hunger bots currently they have the reaction time of a brick.

last edited: December 09, 2013 23:02 (4 months ago)

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MIGHTY492465

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Joined 2013-06-12

December 09, 2013 23:20 (4 months ago)

The Mighty Quest to make the most boring ARPG ever!

Keep up the good work.


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Eener101

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140 Posts

Joined 2013-06-24

December 11, 2013 21:15 (4 months ago)

People nowaday just want to autopilot-raid castles while doing other stuff so everything has to be nerfed or else people might have to actually start paying attention while raiding. And we can't have that now can we?


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Spinner981

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Joined 2013-04-30

December 14, 2013 09:21 (4 months ago)

Here is the solution to chain pulls: Nerf springboards! Not hungerbots!

Give hero's a springboard immunity after they trigger one for like 6 seconds or something. Hero's don't walk into springboards for really anything else other than chain pulls or ignorance of their surroundings (and once their ignorance gets the best of them they are certainly on the look out) so this change would remove the possibility of endless chain pulls without nerfing anything else.

Chain pulls from one group to another? That is fine, needed actually. The game would be boring if the designers made it so you could never ever be tricked or overpowered into another group. It would just be full of hiding behind walls, dodging easily avoidable traps and spamming overpowered abilities to kill enemies while leaving multiple health globes behind because you don't need them...


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