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Vali gets 1/2 greenblood per hit and loses greenblood passively #16923
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Still does nothing to directly address gun vali. |
Sure love as claymore, being very close range having reasonable healing power for sustained combat, it'd be a shame if how slow claymore swing was it makes you run out quickly |
this still doesn't really solve the issues with vali honestly. Just leave it as is or 3/4th it and remove the extra melee weapons. |
An interesting take, as it also doesn't address gun vali, but it reminds me i haven't tried dual wielding the harvester machette and the regular one since the harvester chem buff. |
Gun vali is what vali is about. The melee part of vali is supposed to be your side weapon not your mail weapon. Vali has never been ever about true meleeing. TGMC is the gun faction not the Melee faction. I suggest to make so vali can't harvest blood if vali is on instead |
TBH if you do kill gun vali, you kill any and all viability of vali module. |
Vali was never intended to be ranged, this is entirely false
From the original pr that added vali, #5830 |
Just make it so you can't activate the healing without a connected harvester weapon? Seems like that would be a simple and targeted fix for the playstyle you find problematic, where this is just a brutal nerf to any use of the module (especially if you're not just holding W at the xenos) I also think 2x could be removed and we could create a slightly better version of 1x so that we can balance that to a point where it feels good. And to reiterate stuff from the other thread, if 1h guns are still good with the above limitation, then at some point we actually need to make 1h guns functionally worse than 2h guns. Until that happens, we can never actually justify having strong offhand options to use them with. |
That's not what they meant, but if you mean vali with gun isn't intended to be a thing. Why have we been able to carry a gun and an ammo belt for so long? Half of the time, I forget I even have a gun and this happens with other vali users too. |
Alright, halving it seems managable. the decay really makes things feel like you're riding the edge of doable or not. Gunvali.mp4 |
greenblood_decay_timer = world.time - last_attack_time | ||
if(greenblood_decay_timer < 5 SECONDS) | ||
return | ||
if(resource_storage_current >= resource_decay_amount) |
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Could "resource_decay_amount" be changed to a static 22 here? It's enough to activate the 2x healing for pure melee users, but they have to start landing hits after they get chain stunned. 20 is roughly 2 ticks at 2x, At 1x, which isn't good for brawling it would last longer at around 5 ticks. Man it hurts to not have it available at the start of an engagement.
Vali is no longer viable unless you're consistently using a claymore. I have seen vali-users repeatedly struggle to get anything meaningful out of vali heal. You're better off just going with tyr 2 heavy armor or thor armor lock now. If anything? The only incentive to use a vali weapon at this point is as a secondary weapon and to apply effects & debuffs to xenos. |
There appears to be some kind of issue where the first hit immediately after your vali deactivates/runs out doesn't add greenblood to your vali, im trying to recreate it IMO this PR is double-dipping nerf and it should probably be one or the other (i'd say the passive loss) |
About The Pull Request
Vali now gets half the amount of greenblood per attack, and it passively loses 2 greenblood per tick starting 5 seconds after your last attack. This does not drain while healing is on.
Why It's Good For The Game
Vali healing is too free and you can very easily stab something a few times then use a gun for the rest of the time.
see #16819 for my full thoughts
Changelog
🆑
balance: Vali now gets half the greenblood per hit.
balance: Vali now loses 2 greenblood per tick passively while the healing is off, starting 5 seconds after your last attack.
/:cl: