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balance wolf and spider

Discussion in 'Super Smash Mobs' started by Butterfl1, Jan 17, 2021.

?

which would work?

  1. wolf

    2 vote(s)
    16.7%
  2. spider

    0 vote(s)
    0.0%
  3. direct double jumps

    1 vote(s)
    8.3%
  4. horse

    0 vote(s)
    0.0%
  5. needs improvement, then I'll vote

    2 vote(s)
    16.7%
  6. none

    0 vote(s)
    0.0%
  7. all of them

    7 vote(s)
    58.3%
  1. This is a continuation from my "delete wolf and spider" thread.
    Many people seem to not want to delete them which boggles my mind. The best solution is a balance change done to them. So here's my idea:

    wolf:
    Cub Tackle - Stun duration 5 seconds --> 2.8 seconds, cub does no damage to opponents
    Ravage - Cap at 3 hits in a row, expires after missing 2 hits on the opponent, or a 0.9 second timeframe of no hits done.
    wolf strike - Extra KB from hitting a tackled player reduced from 300% to 100%.

    Spider:
    Spin web - reduce radius by 15%, lower cooldown by 0.5 seconds
    Needler - remove poison, reduce arrows by 1
    wall climb - doesn't negate KB

    Direct Double Jumps:
    - Players now have energy to use direct double jumps
    - Restores slowly over time
    - Costs 1 "level" to jump
    - Maximum of 12 jumps with a full bar (12 levels)
    - Hitting an opponent with melee restores 3 bars
    - Hitting with an ability restores 2 bars
    - Upon running out of all energy, player receives slowness 3 and blindness for 2 seconds, then instantly restores 6 bars.
    - Angling your FOV towards an opponent only uses 0.5 per jump rather than the full 1


    EXTRA:
    Skeletal Horse. If It doesn't receive a rework, here's an idea:
    Bone Kick - Lower KB and damage by 25%
    Skeletal Rush - Prevent horse from using bone kick during the rush, maximum bones hitting a player at a time capped to 3, shift to stop moving will now slowly move you forwards (very slow)
    Deadly Bones - Remove this and replace for infernal horror
     
    Posted Jan 17, 2021
    ALotOfDragons likes this.
  2. give spider and wolf normal double jump easy fix !
     
    Posted Jan 18, 2021
  3. also delete chicken nobody likes chicken
     
    Posted Jan 18, 2021
  4. I think spider could be balanced as long as direct double jump is reworked but for wolf i think the entire kit needs a rework in general.

    Wolf would just be way too underpowered without the ddj but too poorly balanced with them.
     
    Posted Jan 18, 2021
    Ducksicle likes this.
  5. I mean, it has a launch and stun move + damage amp, removing dash jump would actually make it "slightly" skillful to use
     
    Posted Jan 18, 2021
  6. While that is true, if that happens wolf would probably need an armor buff or something since it would get easily destroyed by projectile kits.
     
    Posted Jan 18, 2021
  7. It’ll be fineeee, they can just dodge :D
     
    Posted Jan 18, 2021
  8. A rework of the ddj system, such as the previous energy system that GI seems to like is a great general balance fix. Tightening spin web's spread and giving wolf a new passive are also massive points to talk about. Spider needs no poison damage on needles/perhaps lower the number of total needle arrows shot. I think @TheStudentUnion has a very good grasp of the needed balance which I also agree to.
     
    Posted Jan 18, 2021
  9. yes
    lol what

    chicken is garbage
     
    Posted Jan 20, 2021
  10. mmm why does that sound exactly like something a chicken abuser would say
     
    Posted Jan 20, 2021
  11. Removing poison from needler would make the ability pointless. Spiders give poison, it just makes sense.
     
    Posted Jan 20, 2021
  12. well lets be honest. Although it may not be the best, these ideas are way better than what the game currently has
     
    Posted Jan 20, 2021

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