Fade Stab [Low Priority]

Spring
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15 November 2015 - 09:51 EST
#61
Stab is very viable friends, you just never use it and you never have a com who researches it. Play around with it and see what tactics you can muster up before you diss something.

thanks
Locklear
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15 November 2015 - 09:53 EST
#62
would probably be better to just let the stab upgrade be replaced with a passive that makes fades have a 80 damage regular swipe as to help late game scaling a bit, could actually pierce through armored marines more easily but not do anything early game
Frozen
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19 November 2015 - 12:50 EST
#63
Locklear says
would probably be better to just let the stab upgrade be replaced with a passive that makes fades have a 80 damage regular swipe as to help late game scaling a bit, could actually pierce through armored marines more easily but not do anything early game


3-hive passive to give fades 80-dmg and standard dmg-type sounds fantastic.
Mephilles
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ELOgain
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19 November 2015 - 14:53 EST
#64
I am actually not a fan of having passive upgrades in ns2 at all. Not a fan of the armslab upgrades either
Luftwaffel
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30 December 2015 - 12:50 EST
#65
I've got the answer!!!!

let's bring back vortex AND shadowstep :D :D :D

aura, charge stab up, shadowstep, slap in face, marine craps his pants, fade teleports savely back, rinse and repeat :D
so much fun ^^

No but seriously, how about a "acid stab" - swipe damage, long cooldown, prevents welding for like 5 seconds. would make fades viable support lifeform against exos
WoOT
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18 February 2016 - 18:08 EST
#66
Hi, i've arrived recently in ns2 and since i can play a single game without thinking about the competitive dimension, i've ended up here. Regarding this Fade problem (and any game design related problem) i'd like to give a little bit of an insight regarding on how to fix these.

But first, some info about me to balance what will be in this post :

- I've only been around ns2 since roughly 90 days
- I'm a freelance Game Designer, 6 year experience, been working on sizeable projects, i'm also a regular on game design conference for professionals

Therefore, keep in min that while my opinion holds value regarding the system and the way of thinking, the actual propositions are likely to be a little bit off (or entirely wrong). Balance should be done by an odd council of experience players because let's be real : players always end-up knowing more about the game than the creators.

I'll write the actual reflection normally, while putting the thought process in italic.


Premices :

Here, we will assess the situation on a larger scope. You absolutely don't want to change unintentionally other elements of the game. It's better to do it with a wiki holding all the stats of each element of the game. If you don't have that, you can just start with the generic idea of each elements surrounding your problem.

     Fade & Marines :

LMG Marine : An easy fight, you're the predator if they're solo. A group could focus you down but you still have decent chances of escaping.

SG Marine : Even a solo marine is suddenly a potential fair fight (especially with medpacks). You'll probably need support (from an other Fade or a Skulk). A group of Marines can take you down in the blink of an eye.

Jetpacks : Jetpacks change the metrics of the life and energy management for the Fade. Since Marine can chase you farther and faster (essentially expending the zone of danger) you have to be more conservative.

Not adressing HMG and Exos, haven't seen enough of it.

What do we take from that? Well, looks like to me that the Fade is that monster duellist that chase solo players. Struggling against later opposition and needs to team-up, but it seems like it's a trend for the alien style, so no problem on that end.

Why do we do that? We're doing it because you wanna keep the spirit and the style of the Fade. Essentially, the Fade has to keep it's identity. Yeah, everyone "knows it". But more often than not, it's easier to segment this thought process so we can point at the part that someone doesn't agree with (instead of dumping the whole reasoning).

     Fade & Aliens :

Skulk : Strong ambusher due to the movements of this alien, below average duellist early on (and fall off very hard with marines climbing the techtree). Rely essentially on surprise and numbers. Useful post-fight for aliens to clean up structures.

Gorge : Supportive, heals, soaks up damage early game. Becomes a utility tool mid and late game, usefull to takedown group of structures (including arcs).

Lerk : Potent killer very early on, fragile, transition into a supportive style and a little bit of a finisher. Essential because of Umbra in any sort of teamfight. Very mobile.

Fade : Strong duellist, should be afraid of shotguns, have to work in tandem against non-LMG Marines. The spike damage of the alien team that can throw off marines (skulk are to fragile to do that past early game). Very mobile.

Onos : Basically a tank, soaks up damage lategame. A magnified skulk that traded mobility for resilience.

What to we take from that? The Fade should keep this high (spiking) damage and solo assassin dimension.

Why do we do that? We absolutely do not want to shadow the role of other aliens. The Fade has to keep it's identity AND to not walk on others toes. Same issue as above, everyone "knows it", but it's easier and a lot more clear when it's written down.


Reflection on the Fade 3rd ability :

Right now, the Fade 3rd ability is a non-factor. Nobody is using it which is a shame for a "final" ability. Everyone should be so eager to try to get it when the third hive is up. The fact that it's not an interresting option narrows the tactical choices for the aliens when this third hive is built, so let's change that!

But remember :
- Do not copy an other alien playstyle
- Do not change the Fade identity (High damage assassin)
- Try to increase the skill ceiling (Competitive mod, this should always be in your mind)

As a sidenote : yes, you can change roles and identity, even of an entire game. But you have to be aware of it. It has to be a decision with arguments, not a consequence.

Now i'm gonna make some propositions and explain why. Obviously these should need some tweaks, if not disregarded entirely due to my lack of knowledge regarding ns2.



     Sharpen Claws (Active)

Energy cost : 7 energy

Cooldown : 6 seconds (No animation lock, does not prevent from attacking)

Effect : For the next 5 seconds, the next Swipe attack from the Fade will do 55 extra damage.


This ability goes deeper into the assassin style with this 1 hit that goes harder, this would also help the hit and run that Fade like to do. By to time you have this ability, Marines should have at least Armor 2, which would prevent any one shot. This also solidify it's ability to duel a shotgun (having to rish 2-3 attack at max, since without armor it's a oneshot), while not changing the fact the the Marine has a chance to force you away, and a group of Marines can still take you down.

It increase the skill ceiling (having to manage this manage this cooldown efficiently) and the strategy around the Fade regarding the energy management. It encourage a lot two Fades having synchronized strikes and working in duo.

The numbers may need some tweaks, but i'd like to show the reasonning. After this change, the Fade is still the assassin it's supposed to be, it still fears groups of marines while being alone, it's still dependant on teamplay to take down groups and it's still somewhat fragile later on. We kept the core concept of the Fade and just expanded on it.


     Lone Hunter (Passive)

Energy cost : None

Cooldown : None

Effect : In a 5 meters circle, if there'smore than one marine and no other aliens, this passive kicks in. It grants 30% damage reduction.


So what's going on here? It's a way to buff-up the solo play of the Fade, meaning that they won't rely so heavily on having another Fade to take down any marine as fast as possible since in late game with weapon 3, you afraid of a lot of things. With that, Fades should be able to take duals against solo SG marines instead of turning tail and running away.

Still trying to raise the skill ceiling of the Fade play, this ability should encourage the Fade to dance around the fight to keep this passive up instead of hiding inside the Onos (not a very assassin-like behavior).

Note that it doesn't protect the Fade when escaping or engaging (since no marines would be in rage). You're still supposed to dodge as much as possible and manage your health properly.

Same here, we're not chaging the Fade's style, we're reinforcing it. The first instinct is to cover the weakness of something, but instead you should identify what needs a change while building on the identity of the element you're working on.


Conclusion :

Well, that was a long read!

Thanks to everyone that took the time to read it, but in short (because we all love tl;dr) :
- Identify the problem
- Set the premices
- Identify the concept of the element
- Create changes (and test them a lot)

You have to be methodical, cutting corners will lead you (most of time) to an ill-advised balance change.

Cheers!
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