1. It's much less "drop and forget" than the spitter. The spores decrease enemy defence, and can shrink enemies as well. It was hard to tell in the video, but I ran back to try and stomp on some of the Ettins (I've actually since made the kick more obvious). It also lasts quite a long time. Like a lot of things, I'll have to see what it's like in the long run (balance is always ongoing).
2. It does in fact cost 3 mana when you first transform the fists if you pay close attention. If you hold the punching, it doesn't cost extra, but each transform costs. It's power is the fact that the shockwaves it produces are GUARANTEED to force pain to stun. It does indeed do less damage and has less range than the other upgrade for sure, but the fast Druid can stunlock enemies by circling them and pummelling them with the fists, which actually punch quicker than the stun duration. I tried this with a Baron of Hell and it didn't manage to move or counter once. That's already crazy awesome, so I'm not empowering this further lol (in fact I might increase the cost to 6 or make it 1 per punch).
3. Actually, originally the Brambles were No Gravity and were indeed a proper shotgun (they were thorn splinters instead), but unfortunately, they looked kind of bad, and were very hard to balance precisely because of their effective infinite range. Doom Shotguns work best because they're hitscan, really. Additionally, I wanted the Dryad to be a fairly close/medium range setup AND I've buffed Hebiko's Acid Spray Mutation to have 70% longer range in this patch, so that now does cover that niche.
Thanks for the feedback, as always.
2. It does in fact cost 3 mana when you first transform the fists if you pay close attention. If you hold the punching, it doesn't cost extra, but each transform costs. It's power is the fact that the shockwaves it produces are GUARANTEED to force pain to stun. It does indeed do less damage and has less range than the other upgrade for sure, but the fast Druid can stunlock enemies by circling them and pummelling them with the fists, which actually punch quicker than the stun duration. I tried this with a Baron of Hell and it didn't manage to move or counter once. That's already crazy awesome, so I'm not empowering this further lol (in fact I might increase the cost to 6 or make it 1 per punch).
3. Actually, originally the Brambles were No Gravity and were indeed a proper shotgun (they were thorn splinters instead), but unfortunately, they looked kind of bad, and were very hard to balance precisely because of their effective infinite range. Doom Shotguns work best because they're hitscan, really. Additionally, I wanted the Dryad to be a fairly close/medium range setup AND I've buffed Hebiko's Acid Spray Mutation to have 70% longer range in this patch, so that now does cover that niche.
Thanks for the feedback, as always.
Statistics: Posted by eharper256 — Sun Jan 21, 2024 5:33 am