Praetorian Balance Discussion

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Dolth
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Re: Praetorian Balance Discussion

Post by Dolth » 03 Jul 2017, 09:23

Prae is good as it is imo. Resin spit might be a bit overkill but meh it's playable.
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Breen
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Re: Praetorian Balance Discussion

Post by Breen » 04 Jul 2017, 00:39

Nerf it...

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Re: Praetorian Balance Discussion

Post by Boltersam » 04 Jul 2017, 18:37

The phero buff gave Praetorians a hidden strength in the form of giving a large boost in a large area, or just having Praetorian hit squad with regent pheromones on for endless spits.

The sticky resin should really be a Hivelord ability, it feels out of place on Praetorians.

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Re: Praetorian Balance Discussion

Post by misto » 04 Jul 2017, 19:11

yeah i agree, sticky spit for hivelord

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Re: Praetorian Balance Discussion

Post by Sad_Corn » 06 Jul 2017, 17:45

Sticky resin is so hard to remove now, even one blast of flamer won't destroy it. It was a good way to make the prae more useful, but It's so hard to remove it now...
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Re: Praetorian Balance Discussion

Post by Crab_Spider » 06 Jul 2017, 17:56

Sad_Corn wrote:Sticky resin is so hard to remove now, even one blast of flamer won't destroy it. It was a good way to make the prae more useful, but It's so hard to remove it now...
We can nerf it but then it'd just be a mild inconvenience.
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Re: Praetorian Balance Discussion

Post by Garrison » 06 Jul 2017, 20:04

It should be made easier to break. But its resin cost to construct should be reduced to compensate.
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Re: Praetorian Balance Discussion

Post by Dolth » 07 Jul 2017, 03:51

I wonder why we discussing about that. None of us is a game developper nor having good knoweldge of game design to truely understand what 'balance' is. :cool:
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Re: Praetorian Balance Discussion

Post by northcote4 » 07 Jul 2017, 06:00

Dolth wrote:I wonder why we discussing about that. None of us is a game developper nor having good knoweldge of game design to truely understand what 'balance' is. :cool:

It falls upon the players to experience the gameplay itself. Oft times developers may find themselves in what some people call the 'Development Bubble', or vacuum, or something similar. When you don't have outside input it can be easy to think balance relies purely on number crunching, when in actuality player behaviour/skill can play a massive factor in it.

Basically: Feedback is important, REE
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Dolth
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Re: Praetorian Balance Discussion

Post by Dolth » 07 Jul 2017, 11:52

I was just throwing a not-so-hidden message to some nerds through irony. And yeah I fully agree with that northcote.
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Re: Praetorian Balance Discussion

Post by Tidomann » 08 Jul 2017, 17:02

I know sticky resin doesn't stack anymore. Do weeds reduce movespeed? And does this stack with sticky resin?

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Re: Praetorian Balance Discussion

Post by Garrison » 08 Jul 2017, 22:08

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I dunno about the rest of you, but when it took about 1.5 minutes to make just this. Then the opposition needs to resort to costly or time consuming methods to remove the same amount, this is not okay.
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Re: Praetorian Balance Discussion

Post by misto » 08 Jul 2017, 22:20

dat sticky icky

ive been thinking about this sticky shit lately and am theorizing changes

1. give it to hivelord
2. make it so that it momentarily goops up marines caught in the initial blast and they have to resist out of it (quick resist, only a couple seconds). downed/ko'd marines can be cut free to get dragged away by comrades
3. make it cost -way- more plasma
4. give prae something else (such as my gas mine laying power - https://cm-ss13.com/viewto ... 59&t=13780 i know that they apparently said theyd review it but feedback or support in there could still help)

what do u think

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Re: Praetorian Balance Discussion

Post by Swagile » 08 Jul 2017, 23:25

Currently, Prae does not even need sticky resin spit.

The Pheremone buff was the stealth nerf that made Prae the ultimate T3 as of current.

It can tank like a Crusher (warding), heals up very quickly (recovery), and can do both ranged attacks AND stun tons of marines at a time.

The true hidden strength of the prae is the fact that its stun is insane, which means you can get a lot of infected through dragging people back. Held a shitty drop point on Almayer as a Elite Prae due to spamming neuro and infecting at least 15 marines.
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Re: Praetorian Balance Discussion

Post by Dolth » 10 Jul 2017, 03:15

Swagile wrote:Currently, Prae does not even need sticky resin spit.
You must have made an update during the past 12 days, otherwise it's bs.
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Re: Praetorian Balance Discussion

Post by Swagile » 10 Jul 2017, 12:13

Dolth wrote:You must have made an update during the past 12 days, otherwise it's bs.
Its not needed because of the hidden pheremone buff, meaning T3 pheremones even at Young are really good. At Mature they can let you tank a lot... at Elite, the only way your dying is UGL spam; not even 4 mines placed on each other can kill you at full health due to warding.
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Re: Praetorian Balance Discussion

Post by Dolth » 11 Jul 2017, 10:02

That's odd but I'll trust you. Prae used to be squishy. As they should be imo. You can't be a tank AND stun for 10 seconds marines every 2 seconds.
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Re: Praetorian Balance Discussion

Post by Swagile » 11 Jul 2017, 12:05

Prae's also got a silent speed buff; you are no longer even slower than the hivelord.

So yeah, Prae right now is actually the strongest T3 in the game; people just haven't played it enough to master it due to its "shit" position for so long. Once people start realizing the actual power of Praetorian, you'll see a Praetorian meta similar to how we had nothing but Crushers back when Crushers were OP.
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Re: Praetorian Balance Discussion

Post by TheMaskedMan2 » 13 Jul 2017, 01:03

Really good Praes are scary, especially when they alternate neuro/corrosive all while keeping up proper pheromone usage.
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