#3 Volatile stone (On the current state of the rumble meta)
T
Tamrell
This post is part of a set of 6 posts where I talk about the current meta
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#1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta
#2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta
#3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta
#4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta
#5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta
#6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta
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3 Volatile stone
a bit of a followup to the knockback section:
One of the biggest problems with volatile is that it makes the battlefield extremely chaotic and people unable to control their movement (while volatile allows for really cool tech and setups with the increased range of trampolines, redirects etc.)
for this:
- volatile should not enhance explosion knockback to players, only to structures.
This will make volatile setups still possible without completely taking away players' control over their movement.
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S
Sauerkraut
Personally, being able to controll your opponents position with volatile the way you can right now is a big part of the stones identity to me. I agree that something needs to be done about it, but especially with stubborn as a counter option I'd prefer the stone would stay as is over this option for the moment.
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XF5TOPZF3U8W
i like the idea, and i know that this is addressing knockback issuse, but it would also be nice if there was a way to carve a path through the chaos. I made a post talking this a bit, so i won't go into detail here.
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SamDaMusician
I feel like this is a bad idea. It’s like removing speed disk because people tend to spam it. We shouldn’t remove volatile working on players because, hello, it’s a literal explosion, and it’s a core feature in people’s play styles (mine included)
T
Tamrell
SamDaMusician I dont think we should remove explode doing knockback to players entirely, but the way volatile affects players right now is a bit much
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Lux
This feels counter intuitive. If an explosion pushes something there is no reason it would push with varying intensity. Game play works because coherence is maintained. It's ill advise choice to balance by putting rails instead of addressing core problems. Otherwise it's just ducktaping. Volatile naturally becomes chaotic, it's fine. The problems comes from the compounding of volatile with other meta techniques, which is unbalanced. I would suggest to reduce volatile effect for all knockback instead.
T
Tamrell
Lux it already works like this afaik, boulders get pushed back less than balls from explosions. looking at structure interactions the player wins the collission with the boulder so maybe we can even argue that the player is more tough/dense and should also be affected less by explode knockback than structures
Y
YourNeighborNat
Instead of entirely removing it, perhaps the bonus explosion knockback to players could be half the bonus explosion knockback on structures? On the other hand, perhaps that wouldn't be very intuitive.
Perhaps only giving the bonus to structure knockback might be the play?
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Pompyy
A lil idea I had: maybe Volatile explode does not effect players at all. but it does push structures as good as it does now
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Fjm12
Pompyy --at the very least, could have it so that it gives the same player knockback as regular explode instead of increased (thematically, if it didn't push the player a little bit then explode itself has some explaining to do)
Or just make regular explode not affect the player as well and only structures