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Vali gets 1/2 greenblood per hit and loses greenblood passively #16923

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blackdav123
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@blackdav123 blackdav123 commented Jan 16, 2025

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:

@tgstation-server tgstation-server added the Balance Changes to functionality that modifies how effective certain methods are at powergaming. label Jan 16, 2025
@Looking4bros
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Still does nothing to directly address gun vali.
My own assorted thoughts.
#16819 (comment)
#16819 (comment)
#16819 (comment)

@yyzsong
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yyzsong commented Jan 16, 2025

image
Important to include this

@Woker2004
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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

@Pariah919
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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.

@Looking4bros
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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.

@Lauwma
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Lauwma commented Jan 16, 2025

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

@SimplySmiley123
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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.

TBH if you do kill gun vali, you kill any and all viability of vali module.

@blackdav123 blackdav123 changed the title Vali gets 1/2 greenblood per hit Vali gets 1/2 greenblood per hit and loses greenblood passively Jan 16, 2025
@Mantlecrawler
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Mantlecrawler commented Jan 16, 2025

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

Vali was never intended to be ranged, this is entirely false

Adds the Vali Chemical Enhancement module and harvester blade. This loadout's playstyle is centered around using reagents and getting in melee range rather than using guns from range and carrying ammo.

From the original pr that added vali, #5830

@tttruancy
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tttruancy commented Jan 16, 2025

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.

@TiviPlus TiviPlus added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Jan 16, 2025
comfyorange added a commit that referenced this pull request Jan 16, 2025
@tgstation-server tgstation-server removed the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Jan 16, 2025
@CaputCapital
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CaputCapital commented Jan 16, 2025

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

Vali was never intended to be ranged, this is entirely false

Adds the Vali Chemical Enhancement module and harvester blade. This loadout's playstyle is centered around using reagents and getting in melee range rather than using guns from range and carrying ammo.

From the original pr that added vali, #5830

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.

comfyorange added a commit that referenced this pull request Jan 16, 2025
@Looking4bros
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Alright, halving it seems managable. the decay really makes things feel like you're riding the edge of doable or not.
Still doesn't address Gun+vali, but i'm not going to get good video of that because i don't use guns much at all...

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.

@CaputCapital
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CaputCapital commented Jan 17, 2025

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.

TBH if you do kill gun vali, you kill any and all viability of vali module.

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.

@Apple-107
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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)

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