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A concept change for Banshees...

Discussion in 'Eldar' started by Asheru, Nov 3, 2017.

  1. Mauf DrMauf Subordinate

    Have to agree with Eagle there to a degree. JPA draining fuel would probably be too much. Fuel is their effective lifeline. I would prefer if they tested a simple movementspeed reduction first to see how that plays out.
  2. Krayt Krayt Preacher

    Imo draining 2 stam or 1 fuel in case of JPA
  3. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    Scream to stun seems excessive, but scream to stagger may mean the player cannot roll away, nor shoot, nor pretty much do anything other than defending themselves with a melee attack. I would suggest that in addition to your idea as the banshee really needs help getting to melee as much as it does keeping players in it.
    Sily likes this.
  4. Asyran Eldritch Arkhona Vanguard

    "The effect is instant and as soon as your hit by it your normal stamina regen would kick in so you would be able to roll soon enough, but it would be enough time that the Banshee player has a very good chance of reaching you. I know that some of you are going to ask. Would this effect fuel? The simple answer no. Fuel is different from stamina and it honestly would be odd if it effected fuel, this would also allow a jump assault to be a more effective counter to the Banshee as well."

    From the OP, please read the full thing.
    ProteusVM likes this.
  5. The whole idea of the UAT is to test things out long before they go live and work out all the kinks. In my first post I suggest against it effecting fuel, some people say they should try it and some say no. I am of the opinion to give all forms of this ability a try before you go on the OP bandwagon. You get hit with a Banshee scream your options are stand and fight, stand and shoot or just run for it. My only thing with problem with a snare is you still just roll away and shoot the Banshee being back at square one where the Banshee scream isn't doing enough to effect players in an adverse way. I knew there was going to be some who take a full knee jerk reaction to the suggestion but thats why I am suggesting to test variations of the skill out on the UAT first and not bring this to live until it feels balanced.
  6. Lerdoc Katitof Well-Known Member

    Was it up to me, scream would give you bullet spread equal to that you have after dodging for the duration of effect.
  7. nikel nikel Arkhona Vanguard

    Just lash of slaanesh stagger + suppression,
  8. Shiani Brujah Preacher

    I think a better system than draining stamina would be just to temporarily block rolling whilst under the effect of the scream.

    This means a player with, say, 3 stamina, would temporarily be unable to roll, but then once the effect ends, they will have 3 stamina available again (or however much stamina they had when they were hit by the scream), not 1.

    This will have the effect of not imbalancing Banshees heavily in favour of melee targets, who would very likely be losing 3 or 4 stamina using your proposed system, rather than a ranged target (who should be who the Banshee is targeting) who will likely only lose 1 or 2 stamina. I'd also give it a movement malus, so enemies are more susceptible to crossfire from allies and it's easier to keep the cone on-target (see below).

    In order to prevent the issue of Banshee Screams being used just as snares inside confined spaces or whatnot, I'd limit their activation to when the Banshee is sprinting, so she will always have to be charging when she Screams. The scream will only function whilst the button is held and whilst the Banshee is sprinting, in a relatively tight cone in front of her (the existing length and arc will probably be fine), but there's no maximum time you can Scream for and no cooldown.
    KaelaMenshaKhaine likes this.
  9. Shakalaka Recruit

    Alright, as some one who mains chaos..... I can dig it, and it wouldnt be near the massive annoyance that stuns are the banshee would still be open to quick attacks if she trys to go into a one hit kill power attack....and as some one who DOSE like the eldar... I would not mind seeing their weaker classes, and side arms :p brought up to par
  10. Delgear Steam Early Access

    I think honestly the best solution i can come up with is instead to change the screams AOE to a small dome around the banshee(1-2 people across) AND a cone like it is now on the crosshairs, in addition change the duration of those hit by the scream to closer to the cooldown of the scream .... and instead of making the scream allow you to "one shot people" instead make the scream do what its supposed to do "debilitate" your opponent ....
    -- make them suffer a damage penalty so they cant hit/shoot as hard, and maybe take bonus durability damage as well .... The reason i suggest this is .... if you link the scream to offense ..... and make it do more damage other nearby players will have an easier time killing you so you cant focus your target, it doesn't interact well with the current high ranged damage meta.
    --Also why i would want a small "Dome" added to the scream ... so enemies around or surrounding you would be affected too .... Depending on its durability damage effect this could help Banshees when dealing with shield bros possibly, one of the major problems they have as a class .... having one class counter another is ok but i think how hard the shieldbro meta type counters banshees is a little too far.

    --you could also make it a debuff that the narth could remove so even if you go down fighting the marine player has a cost they have to back of and get aid before thier dps returns to normal or wait out the debuff .... i mean think about poison and how it lasts "after the fight".

    -- If the damage debuff is a FLAT damage debuff it would effect ranged weapons more than melee making the natural defense to pull your melee weapons ...
    Brujah likes this.

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