Please let me know! Also, now that we're on the topic of Quabbleball, I left a comment on this thread here that I'd love some more opinions on![]()
Those changes do just perfectly!
Please let me know! Also, now that we're on the topic of Quabbleball, I left a comment on this thread here that I'd love some more opinions on![]()
Pt. 1:
Change it so a Defender is only allowed to have the ball for 7 seconds. If it exceeds this, the Quaffle is dropped out of their inventory and their right-click receives a 3 second cooldown (so they can't snatch it back immediately).
Where did this come from!? One step at a time, Deniz! Plus you already nerfed Bruiser before! -- I think that the amount of time for protection needs to be considered such as being equal or a second more to the Bruiser's cooldown? Then again, Passers will seem to have it easy due to how the quabbleball falls straight down to where a Passer gets knocked off, essentially negating the Bruiser's skill. Point 2 needs a separate thread.Pt. 2:
This is more in terms of permanent-lock from Beaters, but, make it so when a player is knocked down by a Beater, they receive a 5-6 second protection where they cannot get knocked off again.
I've noticed the quabbleball fall back toward the Passer many times over whenever I'm using the Bruiser role. It's frustrating cause you knock that passer out and the ball just falls straight down to that same passer on the ground or sometimes this passer that gets knocked will be quick to catch the ball in the air but still fall.there's normally more than one passer in a game, which means that when a passer gets knocked or hit the other passer can pick up the ball, meaning that the ball will not fall back to the original passer.
It has been said before by others that Bruisers are meant to bruise so why nerf their skill even more? Equating Bruisers grounding Passers to Defenders holding the quabbleball doesn't make sense due to the skill needed for the Bruiser to ground, but Defenders that hoard the quabble are essentially flying and evading - no skill, just flying faster than a Passer can. Just played a game a few minutes ago where @thatgirlkenna was Defender and ended up holding the quabbleball for close to 20 seconds until the game ended. It was kind of a close game, but shady for her to do that. A Passer can always try to evade Bruisers if they time their moves right, but a Passer trying to steal a quabbleball back from a Defender takes even more time to get down.secondly, grounding passers is somewhat the same as def stalling as they both essentially take away a team's ability to score (one being more scummy than the other). both methods are unfair to the team being either stalled or grounded.
I've noticed the quabbleball fall back toward the Passer many times over whenever I'm using the Bruiser role. It's frustrating cause you knock that passer out and the ball just falls straight down to that same passer on the ground or sometimes this passer that gets knocked will be quick to catch the ball in the air but still fall.
It has been said before by others that Bruisers are meant to bruise so why nerf their skill even more? Equating Bruisers grounding Passers to Defenders holding the quabbleball doesn't make sense due to the skill needed for the Bruiser to ground, but Defenders that hoard the quabble are essentially flying and evading - no skill, just flying faster than a Passer can. Just played a game a few minutes ago where @thatgirlkenna was Defender and ended up holding the quabbleball for close to 20 seconds until the game ended. It was kind of a close game, but shady for her to do that. A Passer can always try to evade Bruisers if they time their moves right, but a Passer trying to steal a quabbleball back from a Defender takes even more time to get down.
Pt. 2:
This is more in terms of permanent-lock from Beaters, but, make it so when a player is knocked down by a Beater, they receive a 5-6 second protection where they cannot get knocked off again.
"One step at a time" the bruiser nerf thread has been posted almost a month ago, this is from yesterday. If they're fixing the stall issue why not nerf bruiser aswell?The above sounds like a good idea to resolve the thread's issue.
Where did this come from!? One step at a time, Deniz! Plus you already nerfed Bruiser before! -- I think that the amount of time for protection needs to be considered such as being equal or a second more to the Bruiser's cooldown? Then again, Passers will seem to have it easy due to how the quabbleball falls straight down to where a Passer gets knocked off, essentially negating the Bruiser's skill. Point 2 needs a separate thread.
Pt. 2:
This is more in terms of permanent-lock from Beaters, but, make it so when a player is knocked down by a Beater, they receive a 5-6 second protection where they cannot get knocked off again.
Yeah, I'd be worried that the Passer role would be unbalanced if they had the amount of protection that Deniz mentioned. What if the Passer wasn't able to throw or drop the quabbleball after they got stunned/knocked by the Bruiser? They would only be able to activate their broom to try and fly away, but their ability to throw would be nerfed during their protection cooldown. This would help the Passers to avoid being grounded, but make sure that the Bruiser's role is still worth using in the game.uhh as a passer and bruiser main i think 5-6 sec prot would be too long, i suggest making it 2-3? it would give most passers enough time to swerve out of the bruisers grasp and gather enough speed, but if the bruiser is a good player the passer would still be close enough to shoot them out of the sky/catch up to them
Passers wouldnt be OP. Searchers and Bruisers rn are though.Yeah, I'd be worried that the Passer role would be unbalanced if they had the amount of protection that Deniz mentioned. What if the Passer wasn't able to throw or drop the quabbleball after they got stunned/knocked by the Bruiser? They would only be able to activate their broom to try and fly away, but their ability to throw would be nerfed during their protection cooldown. This would help the Passers to avoid being grounded, but make sure that the Bruiser's role is still worth using in the game.
Bruiser bruises or knocks down Passer.
Passer has protection to let them use their broom to fly away.
Passer is "too stunned to throw the quabbleball" during protection period.
I think a 2-3 protection for Passers would be good, and you can't throw the Quabbleball in that time. I also think that Defenders should only hold the ball for 6 seconds max, because it bothers many people when someone stalls with the ball (I know it bothers me when im on the opposing team)Passers wouldnt be OP. Searchers and Bruisers rn are though.
I think a 2-3 protection for Passers would be good, and you can't throw the Quabbleball in that time. I also think that Defenders should only hold the ball for 6 seconds max, because it bothers many people when someone stalls with the ball (I know it bothers me when im on the opposing team)
If searchers really are that much OP, we can always make it slightly harder to grab the snitch as well - our snitch AI is really smart and really customizable, so all it takes is tweaking a few things.. not saying that's what I want to do, but the offer is on the table if that is what you guys want![]()
If searchers really are that much OP, we can always make it slightly harder to grab the snitch as well - our snitch AI is really smart and really customizable, so all it takes is tweaking a few things.. not saying that's what I want to do, but the offer is on the table if that is what you guys want![]()
pls let bruising live don't nerf it even more, i main passer and bruiser like mayu and from both perspectives, 5-6 is like way too long and it would probably make bruisers feel a bit helpless but 2-3 would b good bc grounding is wayyyyy too ez if it's not someone like lily and it's kinda annoying from a passer perspectiveuhh as a passer and bruiser main i think 5-6 sec prot would be too long, i suggest making it 2-3? it would give most passers enough time to swerve out of the bruisers grasp and gather enough speed, but if the bruiser is a good player the passer would still be close enough to shoot them out of the sky/catch up to them
i don't search like ever but pls nerf searching even a LITTLE bit bc sometimes it's just painful when someone like tilly or tall catches 5-6+ in a game and you can't really do anything abt it so KILL SEARCHER PLSIf searchers really are that much OP, we can always make it slightly harder to grab the snitch as well - our snitch AI is really smart and really customizable, so all it takes is tweaking a few things.. not saying that's what I want to do, but the offer is on the table if that is what you guys want![]()
I've noticed that some Searchers are able to catch the snidget twice within 5 seconds. Is there a way to have a cooldown where the snidget magically calculates where a Searcher is located and then respawns a snidget on the opposite end of the field?If searchers really are that much OP, we can always make it slightly harder to grab the snitch as well - our snitch AI is really smart and really customizable, so all it takes is tweaking a few things.. not saying that's what I want to do, but the offer is on the table if that is what you guys want![]()
I've noticed that some Searchers are able to catch the snidget twice within 5 seconds.
What if there was a cap on the amount of snidgets that spawn within the game? Lets say 5 snidgets per game. Each of them spawns for only 59 seconds but despawns and lets another one spawn.