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Bio Shell Bombardment
 
I don't think that engulfers are problem.

Yeah, engulfer as normal unit is fine in most cases. Issue goes in complex of kirko abilites.
@Tombles
1. Range. First of all, engulfers (as almost any flyer) have high survivability, can clear neutrals and level up very fast. Kirko doctrine +25% exp helps it further. Prime Rank Engulfer is powerful unit with 8 range. Here comes first issue: engulfer range. To avoid coming of 10 range engulfers devs could change it prime rank - Shrug off, Critical, Morale. Range is most useful and powerful skill for flyer. Actually, other flyer hasn't it, except engulfer.
2. Psionic buffs. Main problem is that you can mass it on a lot of units (or even on entire battlefield in past). 'Guiding Aura' is right way, it's pretty tricky to use, but still possible to abuse on 7 units. 7 units with psi buffs. It can be mass Bio or Fire resistance, mass evasion, +3 shields and healing depends from wish or need of user. Or even 3 of them (!) simultaneously. And +2 to range on top. As for me, I'd delete such ability like you do with Compelling Presence. But it will be needed something in return, so I guess it's impossible.:(
3. Absorb Pain. As psionic buff it causes all issues described above and on top of that adds new ones. 35% dmg reduction is huge. Also it's even easier now to use it, because Absorb Pain has a cooldown now, shorter than time of effect. Yeah, it could be cancelled by Stagger, but Engulfer Mount has Stagger Res.:(

Bio Shell Bombardment

Okay, my bad. Sorry.
 

Thanks Zaskow!

We're looking into Psibuffs, but I think the issues are too big to fix for the hotfix patch, because I think that we might need to change a lot of different abilities and mods maybe. More changes to Absorb Pain are also tricky for such short notice

RIght now we're looking at the engulfers range on gold medal, the range from Guiding Presence, and the number of shields you can get from mods and operations.
 
Hi guys, we've put the changes into a branch of Steam that you can use to try them out! We can maybe do some emergency changes on Monday, but this list is close to final. We hope that it addresses your concerns!

https://steamcommunity.com/app/718850/discussions/0/1745645554524412026/

I'm afraid that those of you not on steam will need to wait for a few days before being able to get these changes.
 
Hi guys, we've put the changes into a branch of Steam that you can use to try them out! We can maybe do some emergency changes on Monday, but this list is close to final. We hope that it addresses your concerns!

https://steamcommunity.com/app/718850/discussions/0/1745645554524412026/

I'm afraid that those of you not on steam will need to wait for a few days before being able to get these changes.

Changes are very-very cool!

The only
way to easily get 6 shields remaining is link shard. So will it stay as is?

I mean essence shields + link shard+ flying vehicle... Uh, this hero is tough!
 
@Tombles
if you are balancing shield bonuses then you might want to consider Link shard + essence shields on heritor hero, you can easly get 8+ shield after gaining few charges.
i suggest to remove link shard's additional shields per charge.
 
@Tombles
if you are balancing shield bonuses then you might want to consider Link shard + essence shields on heritor hero, you can easly get 8+ shield after gaining few charges.
i suggest to remove link shard's additional shields per charge.
And if so, make the skill free to use and free to break
 

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Link Shard becomes free self-healing for 20 hp in this case, you don't even need to make a connection.
Why not? It still takes a whole secondary weapon slot.
Tbh maybe it would be logical if the connected units gain a shield per charge of each other, so that own charges give no shields?