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’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Nerfing the actual problem: Changeling Chem Total & Chem Regen #20887

Closed
wants to merge 2 commits into from
Closed

Nerfing the actual problem: Changeling Chem Total & Chem Regen #20887

wants to merge 2 commits into from

Conversation

Therandomhoboo
Copy link
Contributor

Document the changes in your pull request

This is running against the current pr that is open which is #20885 . This is made as an alternative to increasing the Changeling Abilities and therefore making Changelings only able to use one or two abilities before fleeing. This PR fixes the actual problem, Chem total and Chem regen.

When Changelings were buff their Total was 150 and Regen was 5, this was nerfed down to 125 and Regen 2. This now decreases it to 110 and 1.25 regen speed which provides a significant slap to the changelings. This is better because it means that the numbers for the abilities aren't just randomly chosen based on personal annoyance and that Changelings can use their abilities more than once.

As of importance, if the other pr gets merged obviously close this one since it will ruin Changelings faster than my faith that there will be no cars on the road.

Why is this good for the game?

Slaps Changelings with a nerf stick whilst also letting them use their abilities since it is their entire point. Stop forcing people to play stealth when they don't have to/want to.

Testing

If abilities are spammed, it takes a longer time than its previously did. Also they don't have a massive chem pot.

Changelog

🆑

tweak: Changeling Chem Total decreased from 125 to 110, Chem regen speed reduced from 2 to 1.25

/:cl:

@Yogbot-13 Yogbot-13 added the Tweak This PR contains changes to the game. label Nov 13, 2023
@DeadlyBag

This comment was marked as duplicate.

@Therandomhoboo
Copy link
Contributor Author

I'll be real, feels like the numbers decreases were thrown at a dartboard and randomly picked. Rather these be tested in game with other players (unless done already) than just merged in, then we have to go through 1000 more prs to refix the numbers.

"If abilities are spammed, it takes a longer time than its previously did. Also they don't have a massive chem pot." awkward

@Moltijoe
Copy link
Contributor

Closed in favour of the alternative

@Moltijoe Moltijoe closed this Nov 15, 2023
@Therandomhoboo Therandomhoboo deleted the Easier-Changeling-nerf branch November 22, 2023 01:06
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Tweak This PR contains changes to the game.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants