So lets talk husk balancing

Before we begin…

I know your next words are "ThEy DoNt CaRe". But perhaps feedback would be more useful. Also, it's not a competitive game so any balance without making the game a joke or too hard would be my own excuse (I hope).

So let the balance notes begins!


How would I do balance changes?

I think of the consequences of buffing or nerfing something. So in return you have to sacrifice/provide something. Most notable is the riot husky change, the propane husky change, Zappers and Pitchers.


Balance changes needed (In my opinion):

  • Propane Husks

Nerf: Remove their suicide attack at 30% health. (And fix their damage through the structures)

Buff: Increase their throwing range by 12% but slow the speed of throwing the propanes by 10%

Reason: This is the most punishing thing to any trap tunnels no matter how much sound walls you'll put. This balance will keep them life threating at least. Now with more range but more time to react.

  • Skullshell lobber husks

Nerf: Reduce their spawn rate by 70%. Decrease their damage vs B.A.S.E by 30%.

Buff: Increase their projectile damage by 300% to players, 175% to structures, 75% to B.A.S.E Boosted structures.

Reason: Back before love storm 2018, they were perfectly fine as they are. That event came and made it almost a nightmare. And it hasn't been changed to this day. Reducing their spawn rate while increasing their projectile damage by that much will keep them life threatening. And increase the usage of constructors. We do have anti-air traps anyway.

  • Beehive Husks

Rework: Instead of leaving bee trails. Make them have an aura of bees instead that moves with the beehive husk. Eliminating him will leave the aura for 5 seconds and decreases in size every second by 20%.

Reason: Since the beehive lobber exist. I've seen too much bee trails in the map. Reducing that number of bee trails would be enough to eliminate the frustration from them and we don't produce more honey again for them stonewoodus scamus tradeius /s

  • Riot Huskies

Nerf: Make their shield have health. Weaker than a shielder mist monster's health by half and remove their knockback.

Buff: Increase their movement speed and damage by 15% vs player, 10% vs structures, and 7% vs B.A.S.E Boosted structures while the shield is on. Normal husky damage if the shield is destroyed.

Reason: While I am aware we have piercing weapons. Not everyone is a 24/7 player to get them all or we have legit new players. So making them more vulnerable while keeping their magic of them being riots would be the best option. Also how come a fridge door is bulletproof?

  • Zappers

Nerf: Make them physical only. Add a damage drop off with accuracy penalty so it deals less damage at long ranges with worse accuracy the longer you are away from them.

Buff: Increase their damage vs players by 15%

Reason: Their aim is too good for such handsomely mustached cowboys. But their blasts are not much of a threat if they miss. Making them close quarters type of husks would be fair enough to dodge them. But you are in danger if you are too close to them.

  • Pitchers

Nerf: reduce their movement speed by 10%.

Buff: Make them elementals.

Reason: As we remove the elemental effect from zappers. Pitchers could use that buff. So turning them elemental while reducing their movement speed would be a fair trade.

  • Flingers

Nerf: Reduce their movement speed by 15%. Reduce their throwing range by 30%.

Buff: increase their spawn rate by 45%.

Reason: Our leg day skipping friends here are easy to just shoot them off with the lowest damaging weapon you have, so buffing their "strength in number" is going to be enough. And this is as a compensation for the skullshell lobbers balance change.

  • Husk Patrols

Change: Reduce their spawn rate by 50% in higher zones.

reason: Them patrols werent that much of a threat even before the removal of patrol wars. Recently they've been too much spawning in higher zones like twine peaks.


Husks that are balanced (In my opinion)

  • Beehive Lobbers (not much of a threat)

  • Husklings (They could use a jump range nerf, but why bother)

  • Blasters (They are the real zappers here)

  • Takers (Easy to counter with heavy hitting weapons)

  • Smashers (People prioritizing them anyway lol)

  • Huskies (Slow snails)

  • Healer Husks (They aren't that bad)

  • Chrome Husks (they just don't use water or fire weapons and complain about them reviving)


Indirect nerfs/buffs/changes

  • Constructor usage will increase as the Skullshell lobbers heavy damage and more flinger spawns are here. Along with more Anti-Air trap usage.

  • The propane husk balance change will bring back the trap tunnel meta since the propane husks are no longer punishing. And will make players relay less on them boring jailbuilds for a bit.

  • As the skullshell lobber balance here, venture challenge requirement should be reduced to 50 lobbers than 100.

  • An increase to sniper usage and/or sniper defender usage. Or at least heavy hitting weapons.

  • No changes needed to the flinger challenge in ventures. At least this will make it easier to complete it.


Conclusion

This is all I could come up with. If there is anything I have missed or needed changes. Feedback is welcome as long it's healthy talk.

Source: https://www.reddit.com/r/FORTnITE/comments/o9jyu8/so_lets_talk_husk_balancing/

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