darkSpyro - Spyro and Skylanders Forum > Skylanders: SuperChargers > Damage Output
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Braveheart2015
Blue Sparx
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#1 Posted: 16:50:34 14/07/2015 | Topic Creator
I was watching some gameplay of Turbo Charge Donkey Kong, and I noticed that his barrels were only worth 30-40 Hitpoints, even when he was probably upgraded halfway, leveled up to 15, and had his Supercharged Combo bonus damage. So if VV screwed up the Damage Output like they did on Swap Force, I'm going to go raving mad! What do you think?
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I'm so legendary, no one has even heard of me! |
wreckingballbob
Emerald Sparx
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#2 Posted: 16:58:41 14/07/2015
I believe this is a great thing as I think the damage output was screwed up in Trap Team with being too uneven and high. They have lowered it down which is great as no one will be too overpowered compared to some others.
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5.7. |
Braveheart2015
Blue Sparx
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#3 Posted: 17:06:26 14/07/2015 | Topic Creator
Quote: wreckingballbob
I guess you're right, I just liked being powerful! Mwahahah!
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I'm so legendary, no one has even heard of me! |
Badwolfmichael Gold Sparx Gems: 2511 |
#4 Posted: 17:47:03 14/07/2015
SuperChargers seems like it fixed the damage output.
Trap Team was the one with the messed up output. |
Tigorus
Emerald Sparx
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#5 Posted: 18:13:41 14/07/2015
Trap Team was so skewed with the Damage number, mostly due to the Villains damage. Freaking Evolved Cookoo Clocker's fully charged slam hit for like 1800 (non-crit). It's like the game was designed to use the villains and if you didn't, you got punished with ridiculously high HP mobs that just wouldn't die. I usually played this way but I noticed that if I didn't use the Villains it was noticeable on the power scale. I hope they bring the numbers back in line for Super Chargers now that Villains are gone in the normal ground game.
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TheShadowDragon Ripto Gems: 2886 |
#6 Posted: 01:12:15 15/07/2015
Somehow I'm getting the feeling that Echo's ultimate attack, when her Singalong path is chosen, will be nerfed to much less than 100 damage in SSC.
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Blink182Bouncer
Yellow Sparx
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#7 Posted: 01:25:16 15/07/2015
Well 80 was Average in TT
32 was average in SF It's reasonable on both if SF is being played on Easy or Normal And the SF and TT run on completely different engines so combat will feel more natural with the lower damge
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Still Waiting For Legendary Tom DeLonge To Come In The Blink-182 Triple Pack. WHY DID THEY MAKE MATT SKIBA "CALIFORNIA EDITION EXCLUSIVE" |
Edited 1 time - Last edited at 01:26:27 15/07/2015 by Blink182Bouncer
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Dark Snap Shot
Gold Sparx
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#8 Posted: 03:58:12 15/07/2015
I think because the damage output in tt was too high and they removed pvp because, well, if would be easy af to win,
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Psn-Zydren8cookie, FC 3024-5345-8692 |
GinjaNinja
Gold Sparx
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#9 Posted: 04:46:00 15/07/2015
Yeah, Trap Team made the damage WAY too high, almost to the point it got unenjoyable.
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Badwolfmichael Gold Sparx Gems: 2511 |
#10 Posted: 04:48:12 15/07/2015
Quote: Dark Snap Shot
Nah it was so people would buy Trap Masters/Play as Villains more. |
JPA13
Green Sparx
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#11 Posted: 05:42:15 15/07/2015
The damage on trap team was the reason behind no battle mode
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Badwolfmichael Gold Sparx Gems: 2511 |
#12 Posted: 05:44:34 15/07/2015
Quote: JPA13
How do you know? I thought it was because Activision/ TFB had Focus Groups and PvP was the least played mode so they removed it |
Dark Snap Shot
Gold Sparx
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#13 Posted: 10:03:04 15/07/2015
Quote: JPA13
This is so true, Plus the EE is probably another reason, Hopefully Superchargers has it back, Though if its not it should be split screen racing.
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Psn-Zydren8cookie, FC 3024-5345-8692 |
Bifrost
Prismatic Sparx
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#14 Posted: 10:58:51 15/07/2015
Don't go spreading what you can't prove guys. It might've been the reason it was axed since they ran out of development time, but with the balancing in SF we had PVP anyway no matter how unfair some matchups were. There was more than just the bad balancing and villain mechanics(which could simply be blocked in that mode).
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SO I'LL GIVE YOU WHAT YOU WANT (What I need is never what I want) |
Badwolfmichael Gold Sparx Gems: 2511 |
#15 Posted: 13:11:06 15/07/2015
Quote: Dark Snap Shot
That doesn't make any sense, Putting in the damage output would definitely come after they made the decision to make Battle mode lol I don't know where you guys are getting this information They didn't make the game, have high damage outputs, and then think ( oh no, looks like we can't have battle mode anymore ![]() If they really wanted to implement it in the game they would have, They have to think about what they're going to do before they even make the game, and I would expect including battle mode or not would be a decision they would have to make |
Bifrost
Prismatic Sparx
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#16 Posted: 13:32:55 15/07/2015
You'd be suprised at what things in the game would end up as oversights though. There wasn't anything stopping them from doing PVP because they could always handicap villains or block them entirely, and the news on PVP missing came out of nowhere when Skydad was visiting the TFB office,way close to release. Feels like they just couldn't implement it on time, and left the high damage/enemy HP as is since there was no need for character-to-character balancing. There WAS need so higher difficulties weren't an excercise in frustration like it was, but when you have to pick what to finish you probably don't have things like that in mind.
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SO I'LL GIVE YOU WHAT YOU WANT (What I need is never what I want) |
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