September 10, 2017 at 5:33 pm #10406
My idea is this; at the level 1 of the ability, instead of locking you into the animation, due to the small size increase, you stay ‘normal’, just bigger and more defensive.
Level 2 is similar. At level 3, your M1 and M2 are changed into a stomp and a block, respectively, and the animation is how it is normally. Also, your regular steps deal damage and stagger, and all your other abilities are locked, so that you can’t turn into an unkillable spell caster.
I would think the damage reduction the ability has normally should be reduced, because at level 5, you’re practically invincible it seems. So the block would be used to regain that damage block, while making you stationary. Maybe with an animation where the maiden crosses their legs to brace for impacts?
I would also suggest allowing sprinting in the form, or at least making the speed enough so that it looks like your feet are actually propelling you forward. At the moment, the animation is faster than the movement, so your foot slides back a bit on each step, rather than staying in place as walking usually is. I think the current amount of time that it lasts is perfect.
Thoughts? Any other ideas would be nice.September 10, 2017 at 7:54 pm #10409
I would substitute the block with the hip drop attack that I have described in another thread:
The warmaiden literally drops on her butt and whatever is under her receives huge damage and is knocked down. Enemies that are outside of her main impact point but still in a good range will be thrown back like the “pulse attack” skill. Imagine it like Leona’s Ult in LoL or Doomfist in Overwatch: two circles, one bigger and one smaller inside of it. The small circle is represented by the hitbox of the Warmaiden’s hip, and is what causes maximum damage. The rest of the circle is the shockwave area of impact.
The skill should have a cooldown of at least 10 seconds to avoid spamming and should take a long time for the Maiden to get back on her feet, making her an easy target if it fails to connect in a proper way.September 10, 2017 at 8:05 pm #10411
For the stomp, instead… It should be a quicker attack, that hits everything the hitbox allows, has a faster recovering time than the hip drop and can be used like the current slash… Just making it more precise.
The whole skill should feel like a “OMG RUN AWAY” moment. That’s what it would be like to go against a Maiden of that size and that’s what the player would look for when activating it… It needs to feel Godlike. Higher cooldown on it would be absolutely great to balance.September 10, 2017 at 8:08 pm #10412
also: stomp kill on defeated enemies too.
you currently cannot execute or use the launcher while xbox hueg.September 11, 2017 at 2:02 am #10414
I mildly agree for the removal of the stomp, given it’s not really necessary due to the walking around doing damage. However, I disagree towards the substitution you suggested.
Given the ability lasts for such a long time at later levels, I feel it’d become quickly annoying if there’s a threat like that, impossible to remove. Especially since all the other options for “R” slot abilities would feel lackluster in comparison, so everyone would play as a tank. I still think the removal of the high defense and addition of a block would be necessary, so I propose a compromise of sorts.
My idea is that the 2nd ability is a toggle called “Sit” or “Kneel” or some variation thereof. When you activate it, you do the slam as you suggested, and I believe a good idea would be a long delay of like, 5-10 seconds as you try to get back up from doing that. After which you would sort of sit on the ground where you did the slam, and can press the button to get back up. During this, the defense would be raised to the levels they are now, basically turning the ability into a sort of block.
As for the M1 substitution, this may be sort of catering, but how about eating soldiers? So that the growth ability becomes a way to regain health? I imagine adding it would be difficult, so I still think that a stomp would be a better, easier solution.September 11, 2017 at 6:51 am #10416
Hmmm… Basically the chance to hold position in case and activate the “shield”, sort of thing?
It would be cool, yes, but what about the enemies that are under her? Will they be unable to move for the whole duration the Maiden keeps sitting down? That’s a bit too much of a lockdown, extremely long CC’s don’t really work well in any game. And an entire body block would completely halt the flow of the match when this huge thing is just sitting on the ground and blocking the lane… no to mention that the tanks (the assets) would just push you over as they come.
Eating soldiers was something I had suggested a while back as an execution while in Size Matters mode, since we still don’t have one, and the mechanic itself allows you to restore health already, it would be a win-win kind of deal… If they can pull it off, it would be quite amazing and really give that kind of “Godzilla” feeling to the Maiden. Especially if you are in the Netherian side, “eating the souls” of your enemies would be quite amazing, since it’s one of their lines while they fight!September 11, 2017 at 7:31 am #10417
Perhaps, as a simple solution, the collision of her body is disabled while in that state? So after the 3-6 second or however long stun, the enemies can simply just get up. Also, her allies could use her as a sort of immobile shield. Another idea would be to teleport or push the enemies out after the duration elapsed, but honestly, that would be more work than necessary. I agree on the eating mechanic, if they think it’s a good enough idea to add. It’d basically be an animation replacement, but I imagine trying to get the hand to track to the enemy would be difficult, if it was done in detail.September 11, 2017 at 5:58 pm #10419
That would make for some pretty messed up physics for the game, mate. Like, texture colliding and glitching, it should not come to that. What I could suggest is instead to allow the Maiden in Size Matters to crouch down and use her shield? That would work as an immobile wall for sure. But there’s still the problem of the tank assets coming down the lane and pushing you over.
While I was at work, I thought a lot about a possible “overhaul” of the skill, and this is what I came up with, this is my official suggestion:
-Cooldown time: 45 seconds after the transformation ends (to avoid spamming it)
– Walking speed increase with the level: Start with a jogging at level one and increase to make the Maiden move slightly slower than a sprint at level 5. It is true that she’s big and all, but her steps should cover much more distance than a normal sized Maiden.
– Walking does damage when level 3 and above: stepping on something at that size should DEFINITELY do some sort of effect. If it is even just onto soldiers, the walk should have some proper impact onto the ground, not just leaving footprints and throwing rocks in the air. By definition, something that does that is creating and immense force onto the ground, it SHOULD do damage.
– Attack buff: something hits you at that size, it’s gonna hurt… A LOT. Give the Maiden more damage as she increases the level, not too much because we still want this class to be a Tank.
– Less defense buff: to compensate for the attack buff, walking damage and the skills revamp I thought. At level 5, it should feel like a level 3 now.
– Crouching and shield use allowed: to work as a complete cover for your team, in desperate cases, using the massive size of the Maiden to block all attacks incoming, sacrificing possible damage output or tactics that the correct use of Size Matters brings.
– Stomp and Hip Drop skills to substitute current M1 and M2: as described above, going to repeat myself to make it easier:
The Maiden lifts her foot up and slams it down. Everything hit under her sole receives moderate damage like a slash and causes a slight stagger. The animation should be as fast as the normal attack.
The warmaiden literally drops on her butt and whatever is under her receives huge damage and is knocked down until the Maiden is in the middle of standing back up. Enemies that are outside of her main impact point but still in a good range will be thrown back like the “pulse attack” skill. Imagine it like Leona’s Ult in LoL or Doomfist in Overwatch: two circles, one bigger and one smaller inside of it. The small circle is represented by the hitbox of the Warmaiden’s hip, and is what causes maximum damage. The rest of the circle is the shockwave area of impact.
Raising back up from this skill should take some time, making it a punishable move if used incorrectly due to its devastating potential.
This is all I thought while I was at work.September 11, 2017 at 7:29 pm #10421
Thank you. I think that excellently sums it all up, what we have thus far. The only things I might suggest further is letting the hip drop be used only once per transformation, due to its power, a variety of ‘changed’ versions of the skill, and crouching providing you with more defense like the block I described in my first post.
I was thinking that one may, for example, be called “Size Matters: Bloodrage”, and every kill you get increases the duration the skill lasts by a second or so. Another might be “Size Matters: Mountain”, where the timer for the ability would pause when you are crouching.
I do want to stress what I said in the first post I made, that the movement animation and speed match. This could be made by making the speed of the animation, or the Maiden, faster. Other than that, I agree with your suggestions, and I hope the devs agree too, at least in part.September 13, 2017 at 4:38 pm #10459September 14, 2017 at 3:28 pm #10461
Just a heads up. We had a great discussion about Size Matters last night after reviewing your suggestions and we are very excited to work on the skill to improve it. Please keep in mind though that our current plan is to add the remaining 20 skills then we will loop back around and rework/balance all of the skills. Again thanks for your feedback!
– maidengamingSeptember 14, 2017 at 10:59 pm #10463
Cool! I will await it eagerly.January 4, 2018 at 5:23 am #10555
Just a heads up. 1.2.1a will feature quite a few changes for Size Matters. Here they are listed below. We didn’t have as much time to work on this Skill as we’ve made many other improvements to the game including adding many new skills. But we did want to dedicate sometime to fixing and changing a few things on Size Matters.
1 – Size Matters can now be canceled by hitting the skill key at anytime during giant form. No more getting stuck in a lane waiting for the skill to time out.
2 – Size Matters has its own M1 Key attacks instead of using the same sword attack as a normal form maiden. Pressing M1 will initiate a giant footstomp, holding M1 longer will initiate a second foot stomp with the other foot, holding M1 even longer will deliver a giant double fisted ground smash. Either one attack or three via combo can be initiated with just the M1 key. All (3) attacks deliver AOE damage instead of the colliding with the sword damage from the previous attack.
3 – Size Matters Level 1 size has been increased (also increasing the size of levels 2, 3, 4 and 5) to justify the slower movement at Level 1.
4 – Back to base now returns you back to normal size and then initiates the back to base action. Another way to cancel Size Matters if preferred.
5 – Various bugs for Size Matters have been fixed. Feet going through the ground at large size, camera not resetting after returning to normal form etc…
Thats it for now. 🙂
– maidengamingJanuary 12, 2018 at 4:21 pm #10559
Wonderful news all around! I am so excited about this and cannot wait to try the new version of Size Matters. All around, this should feel so much better, be so more fun to play and easier to control with the cancellation of the skin now available… And that combo description sounds wicked sick, I am so eager to try it out!
Wonderful news and keep up the great job!January 12, 2018 at 6:54 pm #10560
You must be logged in to reply to this topic.