Need some opinions on a base prae buff PR

Hello all, I made a PR to buff base prae yesterday on the reasoning that it’s not used all that much and needs some love. I honestly can’t remember the last time I’ve seen someone else play base prae besides me, but if you have or play base prae yourself, please speak up. Feedback’s generally been negative, and I’m considering closing it.

Any thoughts on what could be changed with base prae to give it a higher pick rate and put it on level with vanguard, valkyrie, and oppressor? Right now it just feels like a subpar option.

The PR would remove the wind ups for acid spray and ball, meaning they could be launched instantly, like spitter or boiler can. The acid ball would still have the same throw speed and detonation time. It’d also change the dash to enable it to pass over mobs.

Full PR here

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I feel like vague reasons like “make it picked more” will just lead to powercreep which will inevitably worsen the design of the game for temporary benefit. The caste serves a niche and its niche is powerful.

By just making it way stronger with no new drawbacks, it just makes it fun by being OP, when it could be fun by self-synergestic kit design instead or something. A better buff might be reworking its stacking system, for example.

But yeah just:

  1. Base prae doesn’t need buffs, it fulfills a respectable niche already
  2. Base prae is played often - and if it isn’t, a straight up buff isn’t a great way to make it played more often. Prae has a massive advantage over marines already in the safety of its kit and strength of its acid spit pressure.
  3. The buff (removing windup) doesn’t seem very fun to fight as you could just spam all your abilities in 1 microsecond, nor does over-leap as that feels like it doesn’t even really do anything to make the caste better except for destroying bodyblock as a counterplay. But it does seem more fun to play, since acid spray and ball are janky abilities when using the windup.

so it targets the parts that aren’t fun, but doesn’t really provide that much drawbacks for this. Like even a health and armor nerf would be enough, because too much mobility, armor, health, and uncounterable dps (ranged), sounds very unfun to fight, and are why the leap and dmg abilities should keep these limitations - to create intricate and systematic counterplay instead of uninteractive and uninteresting combat.

5 Likes

Hey, I appreciate the feedback! I hear you about it eliminating some annoyances on the xeno side but maybe creating some on the marine side. I honestly don’t see many people playing base (except maybe round start to melt things), but I’ll keep my eyes peeled.

I do still think base could use some improvements, but to be honest I struggle to think of what. Having wind up for acid spray when no other caste does feels punishing, especially when it does less damage than all of the other castes that have instant spray- spitter does 30 acid damage (without combo) and boiler does 36 and stuns. Acid spray also takes 10 seconds to cool down, so it feels like a lot of time for little pay off. I’m guessing the stacks are meant to make up for the low damage, but the stacks themselves are a bit clunky reaching 5 does… I think 50 additional damage to an armored marine? Which isn’t huge imo. Grenade also does take time to deploy, even without the windup, but I get how having both windups removed could be bad.

I’m not sure I want to mess with the armor or speed values too much- I don’t want to drastically change prae. Maybe increase the cooldown on spits so you can’t spit every 2 seconds while removing the wind up on spray and decreasing it on acid ball? Then again, acid ball’s cooldown is every 15 seconds and acid spray is every 10, so I don’t know.

There’s some people who think it needs some buffs/tweaks, while others seem to think it’s good as is. Kinda tricky coming up with something that’s a good compromise. It’d be easier to leave as is, and maybe I will, but it feels like base/dancer/crusher are the underperforming xenos at the moment and I was hoping to bring one somewhat up to par.

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Keep in mind that acid spray double hits (as in, it hits both feet at once), so that means 2 stacks + double dmg per hit. It’s pretty huge when ur spit dps is like 4 or 5 spits to kill. Acid ball ALSO multihits! This means you can VERY QUICKLY fill the combo meter like twice with a good acid ball + spray + spits. The windup makes this significantly more difficult to pull off and that’s very intentional - you shouldn’t be able to dash to bodyblock → acid ball → spray → spit twice → slash → and instakill groups of people. (You can actually do this right now but run the risk of greater counterplay because of the short windup)

Because of double stack it has to be slightly harder to aim + slightly more dangerous to use (0.5 windup is not that long). And that’s fine.

You also shouldn’t be able to peek a corner for 5 microseconds and spam out 3 POWERFUL spits at once with ur incredible, INCREDIBLE stat spread keeping you safe. That is unfightable, and more importantly, uninteractive to fight.

And 10 second cooldown is fine when you have 3 different spit abilities - you will always have a spit uptime which is up if your playing Prae well. Cooldowns on prae are better then most other castes. Imo the windup makes it feel like you always have something to do and makes it difficult to use all your cooldowns before your spits are back.

Hitting the stack meter will almost always kill your target bcus of previous dmg. It’s undeniable pressure and nothing to complain about rly.

Spitter has a burst that relies on a 12 second cooldown that can miss, has 5 range on its spray, has no dash, low armor, low HP, low slash dmg, and slow movespeed. Base prae has constant dps in comparison - and can easily pressure crowds with its high dmg spit spam, can escape or tank with dash + armor + hp, and has high slash dmg. Spitter is easily countered and pressured/zoned into poor positions - prae is not. Windup is what creates counterplay to high dmg spit spam.

Boiler spray is fine too because it’s not that powerful without followup or other abilities, and the caste is really easy to chase if it doesn’t stay in a safe and predictable position. Spitter also has this vulnerability to some degree.

I believe base is in a perfectly fine state especially when played well. imo it’s around the same power level as crusher (maybe even more powerful), and dancer is just dancer. Improving dancer would mean to remove counterplay which means more instant 100-to-0 double frac death bursts (Not very fun - and it’s already a fun caste as is when played decently, it’s just high risk high reward which makes it picked less because it’s difficult). Crusher is difficult to improve without a rework (because it’s arguably, the most well-balanced T3) and powercreeping it won’t help, but making cooldowns more obvious for the player would help a lot to make it more fun to play (That’s a lot of work though).

The reason base prae is relatively “underwhelming” is because acid doesn’t frac. But it makes up for it with a unique dmg-pressure playstyle, which other xenos lack, and is uniquely powerful. As a result, it fulfills a completely unique niche for the xeno side and supports in a unique way. If you’ve ever faced a good prae you KNOW how overwhelming it can be, and how unfightable it is - the best play is often to just avoid where the prae wants to hold otherwise it will troll you with high burn dmg poke and be unkillable (unless they overextend a lot or misplay or your allies wisen up and help you pressure the prae out of the area). One flaw is that it’s difficult to scale with teamwork using base prae - which can be utilized as a form of counterplay.

And honestly it’s not even that unfun of a caste right now, i think you are underestimating it a lot - it’s genuinely very powerful and enjoyable to play when you get decent at it. The reason people might not play it is simply because other t3s are just more OP - not that its underpowered or not fun enough.

Increasing pick rate won’t really give a benefit to the design of the caste for the drawbacks of making it OP and unfun to fight. Pick rate doesn’t matter if the caste fulfills its purpose.

A vague concept of power levels is what causes powercreep. Not a good balance pr reason - nor do i agree that it’s not up to par. Making it more fun is more important, not making it significantly more powerful/easy.


tldr:

this is not a minor buff it’s a massive buff.

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If we would change base prae, my idea is around the fact that people dont like a lack of counter-play, at least i do, a good praetorian wont put himself in danger and he gets a dash to get out, my idea is to make him be more direct, giving him more of damage potential while making him weaker/less survivable, considering that its almost spitter+

maybe make him slower, i dont remember how fast he is atm, greatly increase dash cooldown
decrease his HP, maybe armor too

spit has lower range, lower damage and reduced cooldown, used to build up acid stacks
ball remains the same
spray gets almost nothing changed other then it applying acid like a runner or empowered spitter with the strength being dependant on how many acid stacks the target has

the main loop being of the prae building acid stacks on as many marines as possible to then use his spray to damage a lot of them while leaving him vulnerable to being shot, maybe give the base spit a function that after all the stacks are built you can spit at a marine, dealing 3 maybe 4 times more damage but getting rid of all the stacks

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Please no, keep base prae as it is. Its the only ranged caste I can play that can survive a long time while being a nuisance. I used to play a lot of Warden due to that and now thats gone, replaced with Valk (:face_vomiting: ).

For what it is (spitter without having to combo) its fine, and its terrifying for marines to fight on weeds, since a base prae can dip in and out of your view range and still hit you.

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[quote=“birb, post:5, topic:14384”]And honestly it’s not even that unfun of a caste right now, i think you are underestimating it a lot - it’s genuinely very powerful and enjoyable to play when you get decent at it[/quote] I will note that I’ve been playing it a lot recently and that’s mostly what lead to the conclusion of it needing a buff- a ranged prae that scares marines off is called oppressor, and it’s a lot better than base. A prae that stops marine pushes in tight corridors is called vanguard, and it once again does a much better job. Plus you know, if I ever want to earn contributor I have to nerf what kills me and buff what I play!

Anyways, thanks for the feedback, everyone. I’ve decided to close the PR for now, although I might remove the wind up for acid spray (and only acid spray) next week. Please feel free to keep contributing thoughts or ideas on how to make base prae better or if it’s fine as is!

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Sry abt writing essay posts and maybe sound overly critical btw : p i just want to write and think about the topic and brainstorm general concepts because its fun haha

We can set off into anecdotal comparisons of different niches forever (vague concept of power levels), there will never be a satisfying conclusion, and will just balance largely off guesswork. That’s why I’d argue it’s easier to quantify “balance” by making the niche fun (or to at least have a target audience which finds it fun) and capable, but not so capable that it ruins gameplay for other niches. If it doesn’t step on others toes, it’s balanced and doesn’t ruin other niches, and balanced can be unfun to play. But it can also be very fun to play, like in the case of runner, spitter, and in this case, base prae (base prae isn’t even weak compared to other castes imo).

So

Fun - able to be enjoyed by a subset of players – the reason for it to exist, to add depth/breadth, emergent gameplay, appeal, and replayability to the game. I’d argue, “fun” is largely a sum of the methods, not an easily acquirable thing on its own.

Capable - Able to utilize its playstyle to have a noticeable effect - provably viable, and appealing to players who want to do well for their team, not for themselves (But fun must be the priority here). The reason this is important is a playstyle is impossible to utilize (And thus have fun) without capability to perform this playstyle (or to have a spot to “exist” and evolve in the niche ecosystem). And also - because it’s easy to generally define fun as: if the game responds positively with something I like, I am going to interpret it positively and hopefully get happy feelings from playing it. If the joy of the game comes from learning and mastering it, then new stuff must be offered to learn and master (depth), if the joy comes from brutal skill-based combat where I win or gain ground through what is effectively fast-paced puzzles (as is all pvp), that must be offered, etc. And there is many ways to arbitrarily define what “makes fun” here, like the act of inputing, the act of strategizing/logicking, to see something artistic or new or stressful or relaxing or funny or any other emotion / series of emotions which inevitably appeals to us and makes us entertained. The last thing players want to feel in a game is to feel useless, bored, or frustrated (without a payoff). Alongside this, in a game like this, vs skill-ceiling capability (or “competitive viability”) may matter less, as there is a large variety of skill levels to feast upon which inevitably weaken the strong (but in a way, being good at targetting low-skilled players IS competitive viability here).

Not too capable - Uniqueness of playstyle and counterplay (thus bringing real and noticeable depth to choice and alternatives, as well as creating greater emergent gameplay when interacting with other elements of the game), having counterplay that exists and is systematic, interesting/varied, and/or strong (thus bringing positive depth to the enemy without “stepping on their toes”, effectively harming the depth and enjoyment of the game for the enemy with little benefit - this isn’t fight 1 xeno simulator, it’s fight groups with groups on 2d map simulator). You should expect to be able to fight something when you understand the counterplay (so feasible counterplay must exist - this can include with groups though, as marines are supposed to work together more. This is in effect, meeting “the skill requirement” to “outskill” your opponent), and vice versa.

The reason i think this is a better way to quantify niche balance is because it’s more structured in the context of the game and easier to come to a agreeable, real conclusion with, as silly as that is to say for opinions and arbitrarily applied definitions

In terms of layers of counterplay too - both sides should have the ability to use their layers of counterplay to create complex interactions that can be deduced and puzzled through in many situations, thus hopefully unveiling a higher depth of pvp combat as players understand new layers of counterplay (and thus become more skilled at playing against the enemy) which is a core and valuable part of the gameplay loop’s replayability.

Removing cooldown does not fit identity of niche - And warrior tangent

A case of too capable might be warrior with 7 tile lunge - having a 10 second cd ability alongside lunge and fling and range and allies is just naturally incredibly synergestic and powerful. There is fun if theres one warrior, since the warrior can be spaced or countered by your own allies, but once theres too many it effectively becomes a game of if the warriors make a mistake, and thus is too uncounterable and high-pressure at its skill ceiling (especially since there is 9 bazillion prime warriors - it was largely high-pressure BECAUSE of how safe people played to counter it as there wasn’t many options of counterplay available - you can’t just tank a warrior lunge or chase it into a stack or destroy its buildings or claim info superiority over it and generally have enough resources to dismantle its group if it makes a mistake based on misinfo - mainly because all of this is also very demanding and punishing for the general marine, as warriors can easily -1 stronger targets first, or simply play safe until enemy makes mistake and claim advtg with permas, caps, and effectively general resource superiority over small group combat.).

That is warrior’s playstyle/identity.

With 4 tile lunge, it added direct and obvious counterplay. This is a mostly unrelated comparison because it has completely different and proven factors which went into this decision. But base prae’s entire playstyle is being uncounterable, and being constant, undeniable pressure w/ counterplayable area control extra dps/ttk abilities. Which is why its power should be limited from being bursty - it doesn’t fit the identity of the caste’s niche (reduces the skill required for skillshots) and gives it some very powerful options

Base prae is powerful + Burstiness doesn't have good counterplay in this case

In the case of base prae, getting bursted down instantly with 5 stacks is boring and unfightable (you can’t even pressure them away). That’s why it’s important to limit how fast they can apply their stacks, limit from where they can apply their stacks, and limit when they can apply their stacks (or, other counterplays like making it more slow and glass cannon-y) (Base praes choose engagement and have a LOT of priority when escaping, and this is one of the most powerful things in the game as it means you can be effectively immune to chases if you have your layers of counterplay set up, and thus are very free positionally).

Prae is provably viable

I don’t think prae needs an upgrade balance-wise because it’s always fun and always (decently) balanced. There is always something you can do while playing it because its ranged, and very very capable. In output, if you are good at the caste it is very viable (especially defensively, in ranged situations, on flanks or as solo, with teammates it’s incredible too). Prae outputs a constant, easy to apply, safe, and large net of undeniable and overwhelming ranged pressure, while many other castes output with long-term, slow (but bursty, high-value) and deniable (easy to counterplay) pressure (frags and fracs).

But often, the constant, undeniable pressure can be provably useful in many many situations, especially with teammates, meaning it’s provably viable. Not that base prae doesn’t have slash dmg too.. it can hold its own and frac too if somebody wants to challenge it or if it needs to followup on teamwork. Its spit dmg is very strong and kills incredibly fast if the target is unprepared (but not as long-term, as it doesn’t frac and is easy to resurrect, nor a gauranteed kill in many situations if you start fighting them at edge of screen or in unfavorable terrain for example).

imo oppre sucks yap sesh

Oppressor is not even comparable to base prae because they are 2 different playstyles and niches, and arguably oppressor is way shittier then base prae (design-wise) because it stacks everything into a much more situational ability that is easy to dodge without something keeping them in place or making them predictable. It’s only good because of instant cap with carrier or allies - it’s completely unfun to fight and imo not very fun to play.

But I like different gameplay then oppressors, so im just hating with no rational basis… I’m just predicting how oppressor might play really. I’m sure at it’s skill ceiling theres some interesting tricks especially with good teammates, but if you mitigate the enemies counterplay to its singular ability it will be effectively unfightable without risking a coinflip instaperma chance. As it’s played normally it isn’t that much of a problem though because there is obvious counterplay… you might get grabbed with a higher probability in a crowd tho, and counterplay being player rng check isn’t enjoyable but can be mitigated to some degree in many situations.

imo vguard is op

Vguards kit is completely overtuned in general. 3 second cd on impale aswell as having vguard dash + fling is incredibly good and it’s only rly kinda “balanced” by its range and setup being a counterplay option (even then, it is severely lacking in counterplay, especially without m37). It feels too tanky for how quickly it can hit and run.

But it’s also a completely different niche from base prae, and not comparable. Base prae is good for what it is as well as good relative to other castes.

It helps the gameplay loop by

  1. Introducing QOL, less “clunky”, more modern/streamlined/responsive, and thus more fun.
  2. Makes prae directly more capable, and thus more fun

So I think - this pr harms the gameplay loop’s replayability by

  1. Makes prae too capable (less fun and less unique counterplay, but higher presence)
  2. Reduces its identity (individual/emergent depth)/uniqueness
  3. Prae is already provably viable and capable - thus is unnecessary in those fields

Arguable/opinionated things might be

  1. Prae is already fun (I think so because its viable, capable, has depth of options and is useful in many situations, has a unique playstyle that appeals to players who master it, etc.)
  2. In reasoning, introduces a precedent that encourages vague and biased powercreep. The main benefit of the PR is QOL imo.

Overall I think it negatively impacts the game’s design and reduces depth of options for the purpose of QOL - I don’t think the QOL is worth it in this case, as its acid spray is already fast and the windup serves a valuable purpose in preventing burstyness and thus creating counterplay, as well as works for creating a unique identity of the caste which isn’t just big spitter. QOL would be good here if acid spray windup was significantly unfun, outdated, or clunky - and it isn’t IMO.

imo the only change base prae could really use is maybe increasing the accuracy on the acid grenade projectiles so they don’t miss unless you’re standing on it-- there’s a cool mechanic where you can dive under it that u can ignore because walking ~2 tiles away it won’t hit you

4 Likes

rework it into a mixed range/melee class. would make it feel more engaging to fight and play. yes you can do this now anyways with its leap ability as an escape tool, but the double windups make it feel really unintuitive

we could use less “sit 6 tiles away and spam abilities” castes anyways.

As long as shit like MOU triple burst players and HPR exists, you need castes that can punish you at range.

Otherwise you just melt if you stay longer than 1-2 seconds in the range of a fragger.

I think acid spray should keep the delay on it, the stun is really powerful and reliable, and without any kind of indication that you’re doing it marines won’t really be able to counter it at all in smaller groups