Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We鈥檒l occasionally send you account related emails.

Already on GitHub? Sign in to your account

Prematurely cancelling desynchronizer now has serious downsides and nerfed max time #17733

Merged
merged 1 commit into from Feb 5, 2023

Conversation

ynot01
Copy link
Contributor

@ynot01 ynot01 commented Feb 1, 2023

Document the changes in your pull request

50 clone damage + vomit

Also capped to 60 seconds instead of 5 minutes

Changelog

馃啈
tweak: Desynchronizer is now capped to 60 seconds instead of 5 minutes
rscadd: Added downsides to prematurely cancelling desynchronizer
/:cl:

@Yogbot-13 Yogbot-13 added Feature This adds new content to the game Tweak This PR contains changes to the game. labels Feb 1, 2023
@UltraBigRat
Copy link

50 clone is alot for something so small. And why would you have it deal the hardest to cure damage type?

@ynot01
Copy link
Contributor Author

ynot01 commented Feb 1, 2023

50 clone is alot for something so small. And why would you have it deal the hardest to cure damage type?

invincibility comes at a cost, or wait out the duration you set

@UltraBigRat
Copy link

50 clone is alot for something so small. And why would you have it deal the hardest to cure damage type?

invincibility comes at a cost, or wait out the duration you set

Yes but the thing is, this doesnt really fix any issues with it? you can still safely chain desynchronizers and gain effective infinite invincibility at the cost of not being able to do anything all this does is severely punish anyone using it for anything actually practical or fun, i feel the real issue is them being chainable? could just not add any downsides and prevent chaining them? otherwise this just feels like an unnesecarry nerf that doesnt actually fix any core issues and punishes people with extreme severity for doing anything BUT chaining them and doing nothing other then being invincible.

@ynot01
Copy link
Contributor Author

ynot01 commented Feb 1, 2023

i feel the real issue is them being chainable? could just not add any downsides and prevent chaining them? otherwise this just feels like an unnesecarry nerf that doesnt actually fix any core issues and punishes people with extreme severity for doing anything BUT chaining them and doing nothing other then being invincible.

chaining them is one issue, not the issue. that issue is not being addressed in this PR, this is a general nerf to the item which is very powerful on its own even without chaining being in scope. if you deny that this on-demand invincibility item is strong then you simply disagree with me and you're free to do so.

@MajManatee
Copy link
Contributor

Pretty weird change, not really a fan of cloning dmg. Seems like a really easy way for someone to me fucking around with it trying to learn and killing themself

@Notamaniac
Copy link
Contributor

if you deny that this on-demand invincibility item is strong then you simply disagree with me and you're free to do so.

psssst did you hear anyone say that the immortality talisman was op
also psssst on demand invincibility is pretty useless when you can do absolutely nothing while invincible
also also pssst pssst this is locked behind illegal tech and unregulated bluespace research, which are late game nodes and therefore not very easily printed or abusable

@MajManatee
Copy link
Contributor

plus you pop out in the same place. Its already a VERY niche tool, this just makes it even less usable

@ynot01
Copy link
Contributor Author

ynot01 commented Feb 2, 2023

psssst did you hear anyone say that the immortality talisman was op

Immortality talisman lasts like 5 seconds and can't be cancelled pre-maturely, not that you'd want to because it lasts 5 seconds, is incredibly obvious, and has a long cooldown

@Notamaniac
Copy link
Contributor

Immortality talisman lasts like 5 seconds and can't be cancelled pre-maturely, not that you'd want to because it lasts 5 seconds, is incredibly obvious, and has a long cooldown

Okay let's try flip this around- what are the use cases for this? In what situations do you see this item being used?

@ynot01
Copy link
Contributor Author

ynot01 commented Feb 2, 2023

Okay let's try flip this around- what are the use cases for this? In what situations do you see this item being used?

Someone trying to kill you

You use the item

For the next 5 minutes they are completely unable to touch you

If at any point they get bored and leave you can just exit the pocket for free

This is assuming you didn't first call out your location and security are not coming

@Notamaniac
Copy link
Contributor

Someone trying to kill you
You use the item
For the next 5 minutes they are completely unable to touch you
If at any point they get bored and leave you can just exit the pocket for free
This is assuming you didn't first call out your location and security are not coming

Okay, let's completely and utterly ignore the fact that chaining desynchronisers is a thing- what does this nerf do to stop that?

Sure you wait out the entirety of the desynch length. But the attacker doesn't know what length you've set it to. They're still forced to sit there for up to five minutes. If they leave, you can still just eat the clone damage (assuming you're at full health) and yell over radio that so and so attacked you at x - if you're impatient enough.

You still haven't adressed the core issue here. Sure if they abort early they'll be stunned and vulnerable- but if they're relying on the desynchroniser, chances are they didn't have any real method to fight back to begin with and are using it as a desperado move to delay the inevitable.

All you're doing by using it is just wasting time. You aren't killing the attacker, you aren't calling sec, you aren't actively healing, you aren't running away, you're doing precisely one thing - sitting in one spot doing nothing.

@ynot01
Copy link
Contributor Author

ynot01 commented Feb 3, 2023

what does this nerf do to stop that?

Caps it to one minute and punishes you for using it without considering the length you had set it to

Sure you wait out the entirety of the desynch length. But the attacker doesn't know what length you've set it to. They're still forced to sit there for up to five minutes. If they leave, you can still just eat the clone damage (assuming you're at full health) and yell over radio that so and so attacked you at x - if you're impatient enough.

The clone damage is difficult to remove and will be an annoyance as punishment until you can get to medical and sit in cryo and if the attacker is waiting nearby they can use this incredibly vulnerable state to capitalize

You still haven't adressed the core issue here. Sure if they abort early they'll be stunned and vulnerable- but if they're relying on the desynchroniser, chances are they didn't have any real method to fight back to begin with and are using it as a desperado move to delay the inevitable.

All you're doing by using it is just wasting time. You aren't killing the attacker, you aren't calling sec, you aren't actively healing, you aren't running away, you're doing precisely one thing - sitting in one spot doing nothing.

I'm not sure what you think the "core issue" is. The design of the item itself? Are you implying we should buff it in some way? I believe you are overthinking what is a simple nerf to a rather strong item.

@Notamaniac
Copy link
Contributor

I don't think I'm going to convince you here so I'll just leave it.

All I'll say is that if it WAS a strong item, everyone would be using it. Except they aren't. You merge this, you'll make it a slightly better version of the immortality talisman. If you believe that the immortality talisman was useless just because it had a tell and a high cooldown, then you won't believe this nerf will make the desynchroniser just as useless as the immortality talisman.

@TheGamerdk TheGamerdk merged commit e6bc4a5 into yogstation13:master Feb 5, 2023
Yogbot-13 added a commit that referenced this pull request Feb 5, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Feature This adds new content to the game Tweak This PR contains changes to the game.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

6 participants