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ei nath nerfs 2: ayy lmao #10922
ei nath nerfs 2: ayy lmao #10922
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toppest of keks |
It failed to compile |
@@ -48,6 +49,7 @@ | |||
name = "Disintegrate" | |||
desc = "This spell charges your hand with vile energy that can be used to violently explode victims." | |||
hand_path = "/obj/item/weapon/melee/touch_attack/disintegrate" | |||
refund_coeff = .66 |
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0.66 nerd.
lol |
Look, I can get behind some pretty ridiculous nerfs, but nerfing something so hard the game won't compile is probably a step too far. |
literally wouldnt be the first time that i've made the game not compile. |
Adding a visible message on hand summoning is fine but everything else seems really overkill here. Spell synergy is supposed to be a thing, so saying you're going to remove it is kinda crap. There's an animation on exiting jaunt for a reason. If you know the wizard is exploding people maybe when you see him start to appear next to you get out of melee range? If a wizard wants to go around for an hour being a jaunty murderman that's his prerogative. That's more just a case of a shitty wizard than anything. |
ha fuck no |
yes, spell synergy is supposed to happen, but this is just a win button that results in extremely lame rounds. animation on exiting jaunt is all nice and well, but then you get magic missiled, so there's nothing you can do anyway. ei nath is shit and results in shitty rounds. |
meh, a solution that was proposed was just to exclude using jaunt/ei nath or mm/ei nath togheter. |
....While I absolutely hate this PR and hate you for doing it @Miauw62 ...I...I...I have to agree with you on this. While using Ei Nath is fun...its just way to powerful and unbalanced. |
How is this a problem
Just run away from the MM? And if the issue is MM how is making the wizard stand still to use EI NATH going to change the combo at all? |
i dont see the issue either, tbh |
Wizard can MM you before you even see him using blink or jaunt, adjacent to you, so you have no time to react to the MM. Wizard can also just disintegrate you before you have time to react too |
you are supposed to get fucked 1v1 if you don't have a premeditated strat for dealing with a wizard, if you're caught flatfooted at the start of a round, congratulations you got fucked by fate. Beyond this though you should be adapting to a wizard who you know is there. *Don't work alone |
If this gets merged I'm doubling wizard points for every wizard round Miauw is present in |
a solution that was proposed was just to exclude using jaunt/ei nath or mm/ei nath togheter. |
Does it occur to you that ei'nath isn't even the problem, instead it's the fact that jaunt + blink + MM make you retardedly difficult to catch? Seriously, if a wiz has ei'nath, but didn't take double mobility spells, they're fucked by one competent sec officer. |
if people would be happier by excluding MM wizards from using teleport spells thats ok by me |
Then they'd just die as soon as they MM'd once and a single extra person with a gun runs into the room while its on cooldown. |
maybe the wizards should git gud, then. |
they need spells that make them less reliant on running away constantly to not get dunked, as opposed to removing offensive spells that aren't in themselves unbalanced. |
If your concerned about Wizard rounds taking to long why don't you force spawn in a second antag after 45 to 60 minutes into a round that is a wizard hunter, whose sole job is to hunt down and kill the wizard. He would have access to tracking and offensive tools that can win a 1 v 1 fight with a wizard. Otherwise this is just a case of getting good. If its not ei-nath then its fireball or laser guns. |
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playsound(user.loc, 'sound/magic/Ethereal_Exit.ogg', 50, 1) | ||
if(!do_after(user, 15)) | ||
return 0 | ||
visible_message("<span class='userdanger'>[user] channels a large amount of destructive energy to his hand!</span>", "<span class='danger'>You channel a large amount of destructive energy to his hand!</span>") |
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"You channel a large amount of destructive energy to his hand!" Something seems off there
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what if, it's a witch?
fucking fix it
no seriously use \his
ehhhh |
An Ei nath round taking too long has nothing to do with the spell, but its cooldown. You kill someone with it and then have to sit in maint for 60 seconds until it becomes available again, same with jaunt. Now, im not saying to lower the cd on it, but the main problem with the spell is the same as always: a lack of other offensive alternatives to it. And on how do you kill a wiz with Ei Nath? You grab a shotgun, load it with slugs, then wait until the wizard's jaunt animation ends, and then you shoot right as he comes out of it, if you time it right you get a dead wizard. Or toss a morphine bottle at it. |
yes lets buff ei nath to solve the spell being incredibly frustrating and shit to play against |
I think what they meant was making spells that align as options equivalent to Ei Nath in terms of usefulness or power, instead of buffing Ei Nath Unsure on their stance on buffing/nerfing though. (I personally think this is fine if we nerf Ei Nath, because adding 10 different synergy options for "hi, fuck you, you're dead" is bad but 10 new options that are akin to "hi, fuck you, i'm hurling shit at you, die" could be fun.) imo, just fucking make it so that MM and Ei Nath share a CD. if the wizard wants to stun and destroy a fucker he's gotta be vulnerable first, shove a gun from the armory down his asscrack. that or jaunt/ei nath sharing a CD, or making it so that Ei Nath just disables all teleportation options for a period of time after using it - making MM, Ei Nath, flee on foot until CD's off viable, but not pops out of nowhere kek get wrekt EI NATH pops back into the ether |
My biggest issue with ei nath is the permanentliness of it, all other wiz assault methods allow people to either choose wheter to die, or allows player to become a monster of some kind. In ei nath you're just a brain and when there's 20 other brains, good luck getting a useless borg body. One mild fix for the ei nath would be to make the ghosts of ei nathed people visible, possibly even neutral shades. |
Not everything has to keep people in the round. |
True, not everything has to keep people in the round but it's always bonus if it does. Arguably Flesh to Stone + Staff of animation is better at generally murdering everyone but nobody really complains about becoming living statues, which is basically what Ei nath does from the point of view of the wizard, only better. |
wizard rounds aren't short if there's an ei nath + mm + jaunt wizard around who has to wait sixty minutes between every five seconds that he exposes himself. |
This PR being open still makes me uneasy someone is gonna sneak it in one day. |
itd improve the game, certainly. |
Ei-nath is old and busted. |
choices are ez |
Rng only made me it 3 times in 4 years |
ayy fuck you |
i wasnt actually expecting this to get merged in its current state and should have probably closed it. |
Why. |
1. Someone gets salty and tries to grudgecode ei nath away 2. Someone else has to step in and make a nerf that isn't shooting the spell in the knees 3. The salt does not abate and new grudgecode rises 4. Everyone laughs about it and forgets about the pull 5. Months later it gets pulled with no testing and outstanding grammatical errors to the surprise of everyone, including the person who originally grudgecoded it This is duuuuuuuumb
…allow Reverts #10922: ei nath nerfs 2: ayy lmao
ei nath + mm + jaunt is still as shit as it was before incoming's efforts to make it less ridiculous.
this makes cancelling the ei nath hand only refund two thirds of the charge and also makes it so you have to stand still to get the actual touch thingie.
(in this case i didn't actually die, there was just a one hour wizard round where the wiz did nothing but jaunt around and disintegrate people. i did literally nothing for an entire hour, as a sec officer.)
i intend to make it so you cant cast other spells while the ei nath hand is out. soon.