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Your Only Move Is HUSTLE (Open Beta Version)

An online, turn-based fighting game and superpowered fight scene simulator. · By ivysly

nerf wizard jesus christ

A topic by Sinphy created Nov 21, 2022 Views: 792 Replies: 5
Viewing posts 1 to 7
(1 edit)

maybe by tying magic to the levels it would make it fun and fair cause at the moment you can spam pretty much ALL of the moves that guarantee a hit like magic dart

I could see a few fixes to this. 1) Make the projectiles disappear faster so they're not a threat for as long, and/or 2) Lower their tracking so magic dart would have to make wider turns to go after you. But yeah, once you get into a fight and give the wizard some space to spam moves it gets really hard to avoid them unless you're constantly dodging or teleporting as cowboy.

(+1)

I see a few options for nerfing. A mix and match of these would probably be the way to go.

  1. Reduce projectile lifetime
  2. Make projectile spells have longer recovery to allow punish and reduce amount that can be pumped out.
  3. Reducing projectile tracking will help but not much imo.
  4. Make the lightning orb special cost more gauge.
  5. Consider adding a mana bar to some of the more spammable skills (maybe tied with hover?)

Personally I would try no.2 (spells have longer recovery) + no.3 (Reduce tracking) + no.1 (Reduce projectile lifetime) 
I think this encourages more traditional fighting game playstyles with combos and not just projectile spam.

(+3)

i personaly think that its not that bad, maybe a few small nerfs but even now its not even that bad

Why wizard? Thyre annoying sure but they crumple against both other classes, esp the bustedness of cowboy

As someone that play's wizard, so I may be a bit biased, I don't think it needs to be nerfed. Orb and spark bomb are tied to level. Orb needs at least lvl 3 and spark takes up 1 entire level. The thing about wizard is, we don't start off with the availability to spam out these spells. Magic darts, sure they stay on map for a while, but they are so easy to dodge. The problem comes when you let a wizard sit back and set up 10 of these things that you must dodge. Keeping in close proximity and not letting spark orbs pile up is key.  And if you haven't figured this out yet, dodge rolling into a spark orb can set them off (if you time it right) for no damage. If you do it just right, you can take out a row of orbs in 1 go as well. I had someone roll and destroy 3 one time against me and I was pretty mad. I think there's a few moves that can also set them off prematurely, but I don't play enough of the other roles to know what they are.