Post by Kitsunenotsume on Mar 23, 2018 22:15:18 GMT -5
It appears that the Deep Quelzarn is potent, which it has right to be, but it's opening volley is quite literally debilitating.
I would strongly suggest tuning down the damage or giving the effect a greater falloff rate (or giving it one if it doesn't have it).
As shown in the screenshot, it is capable of one- or two-shotting players who are in anything less than heavy health investment and heavy armor.
The participants in this points were James, Aurelie, Carter, and Jeptha.
Seeing as the attack already has a knockdown component that can lock out a player from contributing to a given attack cycle, the ability to be takne out from participation entirely would have resulted in a flat out failure if we had not had Jeptha and his 300+ health and heavy armor. The opening volley killed both Carter and Aurelie, though I survived with Hold the Line 4 active (Screenshot). the extreme damage output means that it becomes unsustainable to both heal *and* damage the beast, and seeing as the blast hits basically half the ship, I expect we would have found it impossible had the deep-quelzarn not been targeting the three of us who were popping up and down on the opposite end of the ship than Jeptha.
As noted in "OpeningVolley", Aurelie took 79 damage in the first tick, and then an additional 61 moments later. Carter took 54 the first tick, followed by 69. as neither of them were at full health following the previous fight, it was a deathknell. My own first hits were 40 (with 20 absorbed by immunity and 21 by Armor for a total of 81 in the first tick) and moments later by 61 (with 17 immunity and 31 armor, for a total of 109).
I would strongly suggest tuning down the damage or giving the effect a greater falloff rate (or giving it one if it doesn't have it).
As shown in the screenshot, it is capable of one- or two-shotting players who are in anything less than heavy health investment and heavy armor.
The participants in this points were James, Aurelie, Carter, and Jeptha.
Seeing as the attack already has a knockdown component that can lock out a player from contributing to a given attack cycle, the ability to be takne out from participation entirely would have resulted in a flat out failure if we had not had Jeptha and his 300+ health and heavy armor. The opening volley killed both Carter and Aurelie, though I survived with Hold the Line 4 active (Screenshot). the extreme damage output means that it becomes unsustainable to both heal *and* damage the beast, and seeing as the blast hits basically half the ship, I expect we would have found it impossible had the deep-quelzarn not been targeting the three of us who were popping up and down on the opposite end of the ship than Jeptha.
As noted in "OpeningVolley", Aurelie took 79 damage in the first tick, and then an additional 61 moments later. Carter took 54 the first tick, followed by 69. as neither of them were at full health following the previous fight, it was a deathknell. My own first hits were 40 (with 20 absorbed by immunity and 21 by Armor for a total of 81 in the first tick) and moments later by 61 (with 17 immunity and 31 armor, for a total of 109).