Junk-Hobo
Demon Girl
- Joined
- May 22, 2013
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Re: Malise and the Machine - Public Demo Available Now!
All of this! As definitely I like the idea as if Malise is supposedly the damage dealer she does need new perks to it as a controlled double or triple shot would be ideal especially if you wanna weaken or k.o. already weakened enemies and not have rngesus troll the shit outta you having Malise shoot a fresh and full health enemy out of the group.
For Neon like what everyone else said more AoE support as taking on over 3 enemies and having an average of out of the amount in which can range to nearly above 50% to all of them using h-attacks there needs to be an addition of moves to keep that type of chaos in check as the simple interrupt and double shot on random is gonna end in the result in a bad time and highly possible very milky holes as well.
I agree with both of these. I think you could keep the miss chance and evade chance if the interrupt shot had a large accuracy bonus... if that's possible.
As for Malise being less useful, I think part of that is having 2 rifle upgrades for Neon and only one revolver upgrade for Malise, which means that her damage ends up being merely on par with Neon's (I think Malise is supposed to do more damage). Malise seems to be the DPS while Neon handles support, but without revolver upgrades, Malise is just an extra pair of tits to occupy tentacles with while Neon does all the hard work.
I've mentioned before how it might be good to move the interrupt to Malise's revolvers. Now, Malise will be getting a dual katana weapon set later, which I've read will (probably) be more of a tanking set, and Neon will eventually be able to use a (probably) AoE-oriented minigun, but that still leaves Malise's dual revolvers as that one weapon set that... sucks. Which brings me back to putting the interrupt on the revolvers. That way, both girls have a high-value utility move (Neon still has her super-useful heal) that they bring to the table from the get-go.
I would also suggest having Malise's double-shot be targeted instead of random. It costs energy, and I think that's enough of a cost for the second shot.
And then maybe Neon's rifle could gain some sort of "suppressing fire" ability that debuffs enemies: slowing their action speed, imposing a miss chance, reducing damage, or any combination of useful things. To balance it against a hard interrupt, it would need to last across multiple enemy attacks to, over time, add up to approximately one negated attack (or a little more, since the tactical value of stopping "this specific attack, right now" is inherently higher than stopping "an attack, whenever."
I imagine Malise's revolvers will end up being the go-to single target killer. We'll likely see an upgraded double shot, maybe as a triple shot, and other direct damage abilities. But that leads to another question of mine, how will new skills be learned? Will it be character level based, or will there be some kind of weapon skill level increased by using said weapon more? Or perhaps some other method that I didn't think of?
All of this! As definitely I like the idea as if Malise is supposedly the damage dealer she does need new perks to it as a controlled double or triple shot would be ideal especially if you wanna weaken or k.o. already weakened enemies and not have rngesus troll the shit outta you having Malise shoot a fresh and full health enemy out of the group.
For Neon like what everyone else said more AoE support as taking on over 3 enemies and having an average of out of the amount in which can range to nearly above 50% to all of them using h-attacks there needs to be an addition of moves to keep that type of chaos in check as the simple interrupt and double shot on random is gonna end in the result in a bad time and highly possible very milky holes as well.