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Reworks the syndicate chainsaw #18252
Reworks the syndicate chainsaw #18252
Conversation
I like the idea of a status effect that you have to re-up. How does the math for the damage reduction factor out? How many extra disabler hits will having the status effect allow you to tank? My only concern is that disablers do 10 more damage than laser guns while also having double the shots. When breakpoints like stamcrit and damage slowdown are defining factors in combat, it's unfortunately necessary to balance around them. |
What Does This PR Do
Reworks the syndicate chainsaw, to go with the shift away from stuns for it.
It no longer stuns, instead knockdowns.
When you hit someone with the chainsaw, you get a 20% reduction to brute, burn, and stamina. You can not be stunned during this time, however stamina will still slow you. This status effect lasts 5 seconds, refreshing on hit.
The chainsaw has a 80% block chance in melee against melee attacks if you have the status effect. Does not block without the effect, and never blocks range.
Why It's Good For The Game
Moving off of instant stuns is good.
Without the certain stuns, chainsaw could use something to give it a use (bar meating).
This PR aims to give it an advantage compared to the chainsaw, giving it the ultimate in melee weapon, but being incredibly vulnerable to ranged weapons, unlike the dsword. You will not lose to a baton, but you will lose to a disabler / laser / shotgun.
Changelog
🆑
tweak: Chainsaw has been reworked. It knock downs instead of stuns, grants stun immunity and slight burn / brute /stamina resist on hit for 5 seconds, and has a high melee but no ranged block chance with the status effect.
/:cl: