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I had quite the day doing something in this game that I'm shocked by, but also laughing at, but also like to a certain degree. I've learned how to play solo.
I'm sure some people will know this stuff already while others won't, and some people probably don't care, but I've learned a lot today and have to share things in the hopes that this game can truly become balanced, to which I say it is to a certain level, but this might be the way to truly balance the game.
First off, you can play solo, as in by yourself. You're up against bots, and bots are pretty stupid...hopefully the patch helps. Nonetheless, to play solo, start a private match, but have nobody else join, unless you want a friend or something, but you'll have to be a Klown. This is also a good way to get your Klown challenges done as well, which is what I was working on.
Now I've noticed while playing solo, it seems it doesn't matter what equipment your Klown has on themselves, but the power of the equipment stays the same no matter which Klown uses it. In other words, the Gobstopper Flail will do the same amount of damage whether the Trapper, the weakest Klown, or the Tank, the strongest Klown, uses it. Basically it means despite the Tank Klown being strong, they're only as strong as their equipment, so if the Tank had the Mallet, the Mallet is a weak weapon and not good for the Tank to use. Sure you can stun people with it, but is it worth doing with a slow Klown? Not really.
What I'm getting at is the strong weapons people complain about can be tweaked easily by having whatever Klown using it work as good as there stats. Suppose you have the Tank Klown use the standard ray Cotton Candy Gun. They should be able to cocoon people easily because of their strength, not the power of their Gun, meaning the Tank should literally be like a Tank...slow but powerful, however, since every weapon has a certain set damage, then that makes the Tank look almost useless.
When the Klowns use their laugh and those spirals go around them, the weaker Klowns with lower health regenerate their health faster than that of the ones with better health, basically the Tank won't restore their health to max if they're dropped low enough, and this causes issues too because their regeneration of their health should be based off how good their health is, meaning the Tank should be a Tank while the Trapper and Brawler should be easily taken down despite having 2 health bars. The faster Klowns shouldn't be really good melee attackers, but it seems they are and the Tank isn't as good as what you think.
Not to mention, cocoon throwing. I've mentioned in other posts about the Tank throwing cocoons, well any Klown can, and I believe the Tank Klown should indeed be the powerful but slow type they truly should be, while the faster Klowns should be weak but fast as they should be, otherwise you can equip a fast Klown with strong weapons and now they're too strong and almost unstoppable unless ganged up on.
Now these are things I've noticed with the Klowns, I can imagine it's the same with the humans, meaning the weaker humans can do just as much damage as the stronger humans, and that just shouldn't be. I can understand certain weapons having a set damage, but depending on the humans stats, the weaker humans should do less damage with melee weapons while the stronger ones should do more.
Fix this issue, then the game can truly be balanced, otherwise the only way this game is balanced is pending on what equipment you give your Klowns or humans, but then that means the people who've unlocked all Klowns and Humans are going to always use the stronger weapons, regardless of anything else, and then particular weapons will always be used, and that's not balanced.
Personally, I know the Bouncing Cotton Candy gun is really broken, I know others say the same thing, but what if the Trapper Klown had to hit a human several times before they cocooned them, while the Tank using the same Cotton Candy gun would 2 or 3 shot the Humans just like how it works already in the game. This is what I'm talking about with balanced, the weaker Klowns shouldn't be able to 2 or 3 shot a human or take them down easily with melee weapons. The faster but weaker Klowns should be the annoying nuisance they're meant to be while they slowly whittle down the humans health while the stronger Klowns should be able to really reduce the humans health and cocoon them faster.
This would truly get the game to become more balanced and I'm sure there shouldn't be as much issues with people complaining about how balanced the game is, because knowing this, and also sharing this, I know I'll see more people adjust their play style to always use the good weapons, and that's not fair.
Also, 1 more thing. By playing against bits, can there be more unlockable clothes and outfits by doing particular tasks against actual human players vs. Bots, or perhaps a bit of challenges against both, but doing challenges against Bots should take longer because they're Bots and you can play solo.
This is just what I've noticed, but does anyone have anything else to add or say? Write a comment...
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- 7 months ago
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