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Spore game rolling static
Spore game rolling static







spore game rolling static

That is the issue with her spores and why high range builds thrive in ESO, because reaching the max damage cap for each individual enemy is no longer difficult. Now it doesn't matter how many spores you hit an individual enemy with, all you have to do is hit them with 3 and they have reached their max damage potential for that enemy. Maybe enemy A is being hit by 1 spore every second while Enemy B is being hit by 13 spores every second. And now Saryn only needs to hit an enemy with three spores burst in order to reach the maximum damage potential for that enemy. As soon as an enemy is hit with spores it is instantly brought up to the level of kill potential that every other enemy affected by spores is already at. Every infected enemy is always increasing the damage of other infected enemies irrespective of range, or in other words, it does not matter if spore radii are overlapping enemies anymore. This would happen because spore kill potential was predicated on the number of spores bursts that hit an enemy multiplied by the burst damage of the spore ability, which could be played with by increasing the rate at which you popped spores (hikou prime) or increase the damage of each individual spore burst (gas lanka). If spores would overlap, this would increase the rate at which an enemy would die as the enemies caught within the radii of multiple spores would get hit by multiple spores, and this would increase the rate at which they would reach death. The only enemies spores would infect would be those within its range.Īt any given time a map of spore could look like this or be in a state where the max ranges of the spores are overlapping. The spores at one end of the map had no effect on the enemies on the other side of the map. Meaning the more spores which were in range of an individual enemy, the more damage would be done to it and the faster it would die. Let me paint the picture:īefore when an enemy entered into a spore's range, its timer till death would start at 0% and increase as it would get hit by more and more spores eventually dying.

#Spore game rolling static full#

Now instead of building up to our kill potential on enemies within the range of the burst we instantaneously apply the full kill potential of the spores upon enemies when they are hit by a spore. Now each spore carries the full kill potential of the ability. O ne spore carried part of the abilities kill potential, meaning if it took 5 spore bursts to kill an enemy, 1 spore burst would carry 20% of the kill potential. Which meant popping spores was how you were able to kill enemies, but the damage potential for spores was equal to how many spores were popped per second multiplied by the amount of damage each spore did. The spore spread on enemy death, did not change, it is not the issue, the issue is how the concentration of damage has shifted in Saryn's spores.īefore, the main damage source from spores was its burst damage.

spore game rolling static

But we heard no outcries of her spore spread on enemy death being broken in those game modes before, so why now? What changed? If this was the case games modes which already have high density spawns: defense, interception, evacuation, survival, and defection would have seen the same results while Saryn was in her 2.0 form. Let me tell you why touching that is a bad idea, because the thing that breaks her in Onslut TM is not spore propagation by enemy death.









Spore game rolling static