With massive damage hitting for 99999 I was wondering if there are any theories of tweaking that damage?
The term "massive" was created a while ago, and in current toons, setup, health boosts etc, it doesn't seem to be the same "massive" as before. There are plenty of chars that, with their or other support toons, can easily reach over 100k prot/health and survive that damage.
So toons setup progress, gear progresses towards more health/prot, 6* mods was introduced further increasing health/prot, now gear13 - but "massive" damage stays on the same level.
Even assasination protocol deals more damage, and is not "massive".
So any thoughts/plans for increasing that damage. It currently doesn't seem so big after all
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IPD. But I guess that's a feature rather than a bug from their point of view, as IPD is useful in countermeta squads to one-shot the worst troublemaker and countermeta is something undesirable these days...
I agree an increase should exist however they would need to leave the raid version the same as it could be abused. “Massive” dmg hitting characters should be looked at.
That would just delay the problem. An universal solution would be dmg equal to max health + prot + any bonuses, ignoring any reductions.
So.... annihilate? I do agree that massive damage should be buffed, though.
Well, it did work pretty much like annihilate up till now...
Hey Holotable Heroes!
In light of the ever-present prot and health increase due to G12 finishers, we are going to allow "massive damage" abilities to become critical hits.
It should be sone formula calculating something from a percentage or something.
If it still does same fixed amount of damage, imagine once we have gear 20 with everyone with 1 million health or something, then it will do like no hurt
I was ok with there being a few exceptions who could survive (traya with protection up, a full health bossk or kenobi) but there are just too many now
Come to think of it, I guess you are right. There should be some distinction between massive damage and straight-up killing the unit.
With a now worthless zeta more than once lol
Massive wont kill G13 thassit. Plus IMP isn't making money so why care?
The point is that "massive damage" is supposed to be an overwhelming amount that's guaranteed to kill the target. 99,999 no longer guarantees that, and definitely won't with G13 being a thing.
The raid boss version also needs tweaking. Getting 100k crits isn't that unusual with teams designed for raid performance. Either remove the "immunity" or up it to a larger percentage of the boss's health.
Yeah they will prolly fix it if it effects their newest meta toy CG adds
I guess the real question is SHOULD it be a guaranteed kill? If so, then just make it basically annihilate as kinda suggested earlier. If not then how much damage should be done? Maybe 99,999 + some kind of bonus to make it more likely a kill shot?
Or maybe a non lethal hit puts death mark on enemy?
I mean that's clearly the intent. Savage was doing 99k to half-health targets in 2015 when the beefiest tank had like 20k combined health and protection.
actually they wouldnt be affected, nihilius is guaranteed to get a 1-shot no matter the health and protection unless is a boss, savage is the same way but his needs people at 50% hp anyways and that would still be under the 99,999 damage.
IPD on the otehr hand does only do 99,999 dmaage and should be changed, or doubled