Off-map Basilisk Flare

Issues dealing with gameplay balance.
Paranoid Kamikaze
Level 4
Posts: 590
Joined: Tue 02 Feb, 2016 5:12 am

Off-map Basilisk Flare

Postby Paranoid Kamikaze » Mon 14 Mar, 2022 7:27 pm

This is overpowered. The radius is HUGE. It is so large it will affect units well outside of where the graphics for it is. Make radius lower pls.

Codex says it's radius 30. Time Field is radius 16 for reference.
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GuruSkippy
Level 2
Posts: 191
Joined: Tue 08 Mar, 2016 12:28 pm

Re: Off-map Basilisk Flare

Postby GuruSkippy » Tue 15 Mar, 2022 8:48 am

My only problem with flare is that its effect starts immediately, even before the red light starts to glow.
I'd just add a 1sec delay or so, so the effects match with the animation.
Because when you use it on non suts, let's say shootas, in a ranged fight, shootas will suddenly move in, and the ork player will be like, WTF is happening, and then, the red light appears.
Actually, it's the same with the spotters smoke bomb.
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Broodwich
Level 4
Posts: 527
Joined: Fri 12 Apr, 2013 10:04 pm

Re: Off-map Basilisk Flare

Postby Broodwich » Wed 16 Mar, 2022 12:06 am

i disagree, IG needs more single click win engagement buttons
Fas est ab hoste doceri
Chokolata
Level 1
Posts: 25
Joined: Sat 14 Jun, 2014 5:30 pm

Re: Off-map Basilisk Flare

Postby Chokolata » Thu 23 Jun, 2022 10:20 am

What about a combination of a slight Red cost increase and radius decrease?
Tex
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Joined: Sat 27 Jul, 2013 9:33 pm
Location: Canada

Re: Off-map Basilisk Flare

Postby Tex » Wed 24 Aug, 2022 2:57 am

Flare already costs 100 red, and the LC is the weakest IG hero in T1 where countering SUT's is the most difficult. I don't see this as an issue.
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egewithin
Level 5
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Joined: Mon 26 Jan, 2015 7:08 pm

Re: Off-map Basilisk Flare

Postby egewithin » Wed 24 Aug, 2022 6:35 pm

It costs like 100 red. It needs to pay off in a good way. I think it is perfectly fine. Any kind of nerf combined with a red-decrease will just make it useless.

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