Weapons & Equip Sentries are unbalanced and need serious buffs/reconsiderations (Full breakdown).

literally not one of these changes on any of the other sentries allows said sentry to come even close to boosted ballista's potential, and considering that nothing changes with ballista here to make it any worse at short range at all, let alone comparing with the 2 short ranged sentries, it needs to be said again

BALLISTA PANIC IS THE PROBLEM
I will repeat myself once more, since you seem to have missed my reply to J Bame. If you have a problem with how powerful Ballistas are currently, go make your own post ask for them to be nerfed. I am basing this post on Ballistas because I think it is a fair baseline given Re-Logic has left them largely untouched for a good 7.5 years at this point. Stop expecting me to scale my suggestions based on what you personally find unsuitable for the game, because I am not going to do that. I am going to scale my expectations based on what is in the game currently. Like I already said, if you or anyone else here have a problem with the current game balance, it shouldn't take me proposing changes for you to talk about it.

You and several others also keep repeating that my suggestions will make Ballistas 6x as powerful when the reality is that all it does is make them as strong as they already are with the set that is best suited to using them. All this does is boost other loadouts when using Ballistas, because as far as I'm concerned Ballistas are nerfed to 1/6th / 1/3rd of their DPS when not using Valhalla/Squire. I think that's incredibly unfun as it restricts loadout variety on a summon type that is already lacking options. If you really want to argue that Ballista Panic is a difficult buff to maintain I can at least accept your reasoning even if I disagree with it, but that line of argument still wouldn't justify locking it to Squire/Valhalla.

With that out of the way, let's get down to your actual feedback.


the homing aspect: honestly not a bad idea, but as previously said, it's not even close to enough to make flameburst staff worth using over ballista, even with everything below
increased rate of fire: also not the worst idea, but how fast do you think this sentry will need to shoot to balance it's reliability with ballista's sheer damage output?
field of view weakness removed: ironically enough, this would probably make it alot better during the olds one army then anywhere else, make it the only weapon with enough of a field of view to attack wyverns, kobold bombers and other flying enemies, and have everything else be better at handling the ground enemies
the debuffs (weapons): the problem here is that cursed inferno doesn't have that much more dps the hellfire, 24 over 15, compared to on fire almost quadrupling when converted to hellfire
the range boosts (weapons): honestly not necessary, flameburst sentries already have insane range when mixed with apprentice/dark artist armor. speaking of that
removed projectile speed bonus: no, the projectile speed on flameburst sentries is barely higher then the projectile speed on ballista sentries
range boosts (armor set): considering this is how it already is, and doesn't need a change, this is fine as is
explosion size increase: would make it better for crowds rather then bosses, another change that would make it better for old one's army then anywhere else
the debuffs (armor set): honestly, not the right armor set for this in my opinion, but considering that the flameburst sentries inflict fire debuffs, having the armor set inflict oiled instead would be a much better way of buffing both the sentry and oiled
  • ROF: I don't care how fast it has to shoot. I am suggesting a boost to their DPS, the reason I chose ROF over damage is that I wanted to buff the synergy with the tagging whips so there's less incentive to use the Firecracker with them. It's not really avoidable that Ballista and especially Explosive Traps would work best with Firecracker so the last thing I wanted to do was make the Flameburst do the same.
  • DOT Debuffs: I already addressed this in a previous reply on this thread - I am asking for the level of DOT to be made consistent with the stage the sentries occupy in progression. My goal with those changes was to make the sentries have balance more consistent with one another and the wider game, NOT to propose a rework to the entire DOT system or to give sentries specifically better DOT when a lot of other sources of DOT exist.
  • Range boosts: As with the Ballista, the goal of the range boosts was primarily to make the Sentry better at its intended role when not being used by Apprentice/Dark Artist armour. I want to encourage mixing sentry types more without outright removing the set bonuses or making the bonuses worthless.
  • Removing the projectile speed bonus: With proper homing mechanics the projectile speed would be a meaningless stat as the projectiles would be all but guaranteed to hit anyway. Given I am suggesting that the sentry be made reliable at longer ranges and against mobile targets it would be counter-productive to give projectile speed bonuses to the set bonus. Doing that gives active incentive to make the homing worse without the bonus, which makes the Sentry pointless to use if you don't use the armour.
  • Debuffs: That's entirely fair, I wasn't super sure on what to put on them myself, I just wanted to give an extra boost to the set bonuses as I am removing a lot of the other bonuses. Ichor/Betsys Curse just seemed like a good one since they are very desirable debuffs to inflict, but you still have the option of using Betsy's Wrath/Golden Shower/Flasks if you dont want to use the armour sets.
sentry damage increase: not a terrible idea, but with ballista's enormous boosted damage output, it just wouldn't be enough
attack speed reduction: this one honestly just confuses me, increase the damage per hit of the sentry by an extreme amount, but then nerf the attack speed so it's almost matched with how it is now?
summon speed increased: not specifically for this weapon, but honestly all of them, why are they so :red:ing slow anyway
explosions stunning enemies: honestly not too sure how i feel about this one
armor set no longer reducing attack speed: no, none of the changes here justify this one
oiled debuff scaling: the funny thing about this is that it used to do this before, but it was changed to the straight 25 dps boost it is now
oiled debuff increasing dot debuff tick rate: honestly a pretty good change, although it is worded confusingly
explosive traps inflicting betsy's curse: no, this isn't the right sentry for a defense reducing debuff
armor set increasing explosion size and activation radius: again, not a bad change

  • The purpose of massively increasing the damage of the traps and reducing the attack speed is to make the traps better at being traps. Right now the traps rely on an enemy being constantly above them in order to output a DPS that is about the same as the Ballista, which isn't at all useful given they have a tiny range and you're probably only going to have the enemy get hit once or twice. The purpose behind my suggestions is to make it so that you don't have to lead enemies onto the traps as often in order to get their maximum DPS - a single hit gives you way more damage.
  • Obviously you could theoretically leave the attack speed cooldown as-is, but I feel like it's easier to justify a gigantic damage buff if you limit how much DPS you're actually giving them.
  • You could definitely argue that giving them +200% damage is still too small of a buff, and I would be inclined to agree. I was trying to be at least somewhat conservative with the suggested buffs since I know a lot of people look at big numbers and assume a weapon must be super OP. I think the ideal goal would probably be a maximum DPS of 1.5x to 2x that of Ballistas, but I think thorough testing would be required to find the sweet spot. You'd want them to deal on average similar DPS to Ballista if you can get an enemy to run through the traps every so often.
  • Betsy: Once again, that's a fair take. Betsy's Curse was similar to the previous one in that I felt like removing the cooldown reduction didn't give the Red Riding Armour enough of a reason to be used. I felt like Oiled and bigger boom/activation radius was enough reason to use the Huntress set, but asking Re-Logic to add Oiled Mk2 seemed a little optimistic to me.
tag damage reduction removal: on rod? no, whips at that point give out alot of tag damage compared to minion damage
attack speed increase (weapon): not the worst change
attack speed increase (armor set): again not the worst change
whip size increase: no, increasing the size of whips by that much will just look absolutely insane. kaleidoscope will almost reach offscreen with a 70% size boost
the debuffs: electrified might fit thematically, but i think a better debuff to throw on lightning aura is a defense reducing debuff, have monk armor inflict ichor, and have shinobi infiltrator inflict betsy's curse. considering the wide range that lightning aura can hit and it's high attack speed, especially with shinobi infiltrator armor, and it's practically impossible to not get hit by that debuff if it's on this sentry
debuff dot scaling with tag damage: again, not too sure how i feel about this change
  • Tag damage: The entire premise of these changes was to specifically reward players who consistently tag the enemy getting hit by Lightning Auras. The idea is to make it a high-skill, high reward synergy as the Lightning Auras have pretty limited range and aren't mobile like a player is.
  • Whip Size: Maybe 100% is too extreme, but I wanted the change to be very significant to reward players stacking whips with small range like Leather/Snapthorn and not just a minor boost to whips that have a gigantic range already. I feel like giving whips a lot of range wouldn't be a problem on this set anyway since its main synergy would be with Lightning Auras which are close range anyway.
  • Betsy/Ichor: Giving the Lightning Auras defense reducing debuffs is kind of redundant as they already ignore all enemy defense, you're be limited to slightly boosting your whip's direct damage and giving your teammates some support. Not that those are bad things, but I think it's better to focus on "selfish" buffs for the Armour sets to help incentivise people to use them.
  • DOT scaling - this was mostly as a way to make the Shinobi Armour more exciting to use as I wanted LA to be usable on non-Shinobi/Monk armours but also wanted to keep the synergy interesting and worth using. I'll definitely admit it was a little out there though, I just didn't want to suggest "Electrified 2".
 
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