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vulgarpotatoe about 2 years ago

Hey bro. noticed a bad bug. if doomfist power blocks in spawn and the person swaps heros, the hero they swap to will get bonus speed.

oreoslurpee creator about 2 years ago

thanks for telling me! i'll fix that right now. it'll be quick.

Crusher55 over 2 years ago

Just wanted to let you know that there’s a bug that makes it so Rammatra can lose part of us base health pool when leaving Nemesis form on very low health. Unfortunately, that’s a bug from the workshop.

Also, you can hold down the button for Fortify instead of spamming it and it’ll activate das soon as the cooldown is over.

oreoslurpee creator over 2 years ago

thought i fixed the ramattra bug, glad to know its not a rule issue but a devs laziness instead. thanks!

also, for fortify, thats how its always worked. if you hold the ability down it'll activate as soon as the cooldowns over, thats how its always worked. my change for orisa was to make the ability no longer cancellable via pressing the ability button again.

flagbearer over 2 years ago *

tested this with friends, here's my thoughts;

"Is now Invulnerable until the player re-mechs" no. this is stupid. don't do that. you're removing counterplay options and giving d.va an extra 'get out of jail free' card for an issue that nobody is complaining about. the feeling of dying after pressing q isn't nearly as bad as being denied a 1-hp out of position target because they hit too many chip shots

i don't get why you lowered the cooldown on rocket punch. he doesn't need more mobility, he already has enough, and all reducing punch cooldown does is increase the uptime on his stun (which nobody likes)

i get thinking mauga is dumb, but... really? you didn't even bother? didn't even put in a gag change? considering how extreme the rest of this is it's not like you don't want to do something that might make him terrible

removing the ability to cancel fortify doesn't help anyone, and removes some choice from the character. i don't see why you even did that. if you want to stop fortify from being cancelled immediately, make it uncancellable in the first second

ramattra's changes completely change the way you have to play the character. the main strategy for him is to cycle between nemesis and your barrier, and now that nemesis is worse and barrier is faster, it comes more down to cooldown spam than anything

somehow you managed to nerf reinhardt. increasing charge damage to 250 effects, like, two heroes, who would be left on 25 and doomed to die anyway. you reduced his damage, increased charge cooldown, and reduced shield health for 50 health into armor. since armor is 30% damage reduction, 30% of 50 is 15. you nerfed all of his abilities for 15 health

take a breather changes are insane?? you DOUBLED the recharge?? he always has it now he's gotten even harder to kill

wrecking ball feels better to play now. ult changes felt unnecessary though

oreoslurpee creator over 2 years ago *

thanks for the feedback, ill be changing it. the balance patch should be here soon :>

also as a note, i disabled mauga because literally (not even kidding when i say this) no workshop actions work on him. I wanna make meaningful changes, but inside the workshop, it doesn't work on him for some reason. plus, the nemesis armor nerf is to revert it back to how it was supposed to be, 225 armor applied. nemesis was just fine at 225 armor, and the armor buff increased it to 325 which is too strong.

but really you have no idea how thankful i am for this comment. i love criticism, thank you!

Edit: I updated the code to aim at the issues you pointed out to me.

flagbearer over 2 years ago

looks cool to me now ! gonna give it another go and see how it feels
also my bad for coming across a little aggressive, that doesn't help anyone. it's for fun, don't mind my complaining lol

oreoslurpee creator over 2 years ago

ah no worries! it wasn't super aggressive. the tone in your reply actually made me fully rethink some of the changes i've made.

vulgarpotatoe almost 2 years ago

hey idk if theres a way to fix this or if it was intended...but for some reason the characters do diffrent damages for melee attacks. is there a quick fix for this so everyone/most people(venture and jq obviously excluded) do the same damage?

oreoslurpee creator almost 2 years ago

uhhh wdym? nothing in my code should affect that. are you playing against beginner bots or something because they do less damage i believe

vulgarpotatoe almost 2 years ago

yeah i think it has something to do with the damage outputs. some are doing less than others for melee attacks.

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