Balance Council(#3)

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ID Category Title Creator Status Result
3balanceIncrease crylink's edgedamage to 10 effectively removing damage falloff and remove the 50% damage penalty from one pellet from spikes (hitting the ground near target) https://gitlab.com/xonotic/xonotic-data.pk3dir/-/merge_requests/883Dr. JaskaPASSED6:1(2 abstained, 9 didn't vote)
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User Decision Comment
FreddyABSTAINI didn't find enough time to test this.
AntibodyNONE
ArchYES
bones_was_hereNOit's a mixture of one good change (bouncedamagefactor) one kludge with problematic side effects (edgedamage) and one change i couldn't get tested since it was added after more than half the vote duration already elapsed (refire)
CloudwalkNONE
divVerentNONE
Dr. JaskaYESThis seems to greatly improve crylink's damage consistency and removes weird almost no damage dealt when full volley should hit scenarios without seemingly buffing it too much based on some testing.
HalogeneNONE
illwieckzNONE
LegendGuardYES
MorosophosNONE
MrBougoNONE
nitroxisNONE
SilentYESWhat SPLAT and Jaska said.
SPLATYESThis change makes sense from a standard of consistency which all weapons should have. I hope this segways into another balance discussions in the future and would only serve as a step forward towards polishing gameplay. I have tested Jaska's proposal in private with him and it certainly feels like an improvement. Overall, approaching weapon balance with more of a mindset of functionality and consistency is key, rather than tweaking damage values or artifically hampering weapons abilities is what I look for in proposed changes. While there will be exceptions to that rule, in this situation I believe it fits perfectly.
Spike29NONE
terencehillYESsince it's harder than expected fixing crylink so that when a spike hits the enemy then the other spikes that are automatically exploded explode at the correct distance and not 1 frame distance behind, I vote yes as this change makes the weapon more consistent
z411ABSTAINDidn't get to test it myself