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Kangaroo & Grappler

Discussion in 'Ideas' started by xGhale, Jan 22, 2017.

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  1. xGhale

    xGhale HG‘s Doom guy

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    In their current state, Kangaroo and Grappler have no limitation on when they can use their respective abilities,
    but they only have 150 uses.

    In itself reasonably balanced, right?
    Wrong.
    Kangaroo and Grappler can both do the classic thing of "run away whenever there's a slight chance of losing". And you can't do **** about it.
    So I suggest the following nerfs and changes:
    • Instead of uses, both kits have an aura around them. This aura will be triggered whenever the kit user or any other player takes damage by another player/ the kit user. When the aura is triggered, the kit user CAN NOT use their ability at all.Aura size is 20 blocks.
    • Additionally, Kangaroo's horizontal shift- sprint jump needs to nerfed. After some testing with an alt (and listening to @Stormneo in a Discord call), the distance is...20 blocks. Let's face it. That is slighty ridiculous, especially as you can do it whenever you want. I think 12 blocks is fine, not 20.
    • Grappler should also go back to not being able to grapple below the user's head height.
    • I'd also like to add that the fall damage reduction on Kanga is too extreme. I'd say 6 hearts, not 3.5
    That's it!
    Please leave (constructive) feedback or comments below.
    -Sam
     
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  2. jarboyp

    jarboyp Bunny Defender

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    If this was added, someone else would complain about it and we would be back where we started. Can't we just leave kanga and grappler alone?
     
  3. xGhale

    xGhale HG‘s Doom guy

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    They're unbalanced and broken right now. So...no.
     
    • Optimistic Optimistic x 1
  4. jarboyp

    jarboyp Bunny Defender

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    They were unbalanced and broken before, and before that, and before that. What makes you so sure that this change will make both the kanga user and the person who is using kanga happy?
     
  5. xGhale

    xGhale HG‘s Doom guy

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    ?
    If I understand you right, I think this makes the kits balanced (so they can get to places fast), and travel across the map ingame, but reduce that insane running potential.
     
  6. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    IMO Kanga and Grappler are way too tough to get a balance. Either way someone will be unhappy. I think we should just leave it alone for now, don't touch it until a very good balance is made.

    Take a look at all of the previous Kanga changes, from the original leather boots one, to the insanely OP one where you could just jump no matter what, then the one where you couldn't jump within a radius of someone, then no fall-damage reduction, back to radius, and now uses. No one has found a good balance yet.
     
    • Agree Agree x 2
  7. ibnc

    ibnc Well-Known Member
    Retired Staff

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    I think that these kits are fine where they are. Changing them would only cause upsets to the community in my opinion.

    Hardcore Games in general needs many changes to draw more people into the game mode and the developers of this game mode should focus more on the game mode itself rather than worrying about the kits first.
     
    • Agree Agree x 1
    #7 ibnc, Jan 23, 2017
    Last edited: Jan 23, 2017
  8. xGhale

    xGhale HG‘s Doom guy

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    YES

    @Totom3 you heard it!
     
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