♪It's the most wonderful time of the year...♪
♪Proletariat's newest update is near...♪
♪Let's greet it with World Zombination cheer♪
♪For Proletariat's new update is here...♪
Yes, 3.7 is finally here! And it is a major plus/disappointment/failure. Pick your poison, depending on how you play. I personally love the 3.7 update insofar, as it has really brought The H.O.P.E together and caused us to formulate some new strategies! Others, however, are in fury at the sheer power of the Infected Units.
I thought I'd give my two cents to this discussion and hopefully offer an insight as to how a Survivor thinks. Most of the implementations have been a major success, but there are a few hiccups that seem to have angered a select group of the World Zombination players. I am slightly unsettled at the sheer power of the Infected units.
==Crunching Data on the Punks==
The Punks may be one of the most overpowered Infected units ever introduced into this game. Scratch that- they are the most overpowered. While I am not arguing that the Survivors have their fair share of OP units, they are not too hard to kill in PVP with a structured attack. However, the Punks have an unfathomable compilation of perks that make them one of the hardest units to kill in the game.
Okay- we immediately see that this is basically a trio of Assassins that grow stronger with each kill. It's also worth mentioning that the damage at level 40 is higher than the damage for a Fire Marshall at level 50. The Punks are Legendary. Fire Marshalls are Mythic units. There's obviously a major imbalance there, but it's made worse by the cooldwon time. It's slightly faster than the Fire Marshall's attack. I fear the Mythic version of this.
Let's take a look at what a level 40 Legendary Unit does against a Level 50 Mythic Unit:
Assuming that the Punks dodge TWO of every SEVEN attacks, it would take seven seconds for the Fire Marshall to destroy the Punks. Of course, to even out not representing Fire Marshall's AOE perk, I did not triple the damage for the Punks, but rather tripled their health. The graph above represents a single Punk with 3x health and the normal damage of a single Punk. So, basically, the graph is balanced when you factor all in.
Fire Marshalls at 50 have the second highest overall health on the Survivor side, and a single punk would deal 4,000 damage before death. This would leave the Fire Marshall a mere 2,000 health away from death... all from a single Legendary Unit. This is exceptionally overpowered, especially when you take into account that a 50 Fire Marshall is a luxury only five players own.
Basically, a Punk does all this...
- The Punk is level 40 here, and the Marshall is level 50.
- The Punk is a Legendary, and the Marshall is a Mythic.
- The Punks have a major buff when another dies, so the graph is most likely underestimating.
- The Punks can be resurrected. Take that in for a moment.
- The Punks, alone, at level 20, can clear out three level 29 Timber Beasts. With one remaining.
And against a 46 Timber Beast...
I'll keep this short, for my point is clear. Reduce the power of these units; math doesn't lie. For those of you who want to further understand this post, I have a FAQ below.
Why did you triple health for Punks in first graph?
I tripled the Punk's health because I wanted to show simple data of a single punk, for three punks altogether would create a non controlled third variable. To even this out, the damage for the triple-health punk stays the same as a normal Punk. Basically, the health is three Punks put together, but damage is consisted of only one.
Why is the math slightly off in first graph?
I decided to take away 50 damage for the Punk just to balance the graph a little more.
With so many overpowered Survivor units, why are you crying about this?
With a possible debuff of the No-Stamming strategy occuring in the future, it is best to point out potential overpowered issues with certain units to make full-team gameplay as balanced as it could possibly be. Why wait for a tumor to be deadly?
So why aren't you crying about the Fire Marshall being overpowered?
The Devs have heard enough insightful posts regarding aforementioned question. This is the first topic regarding the new infected units.
You're making a big deal out of nothing, right?
When a level 20 legendary unit can clear out three level 29 Epic Tanks, there's something to make a big deal out of. This is also not accounting the tens of drones and ranged units that are often straight behind these Punks.
Why didn't you make a big deal out of Marshall being able to down Behemoths?
See the question before the one above this.
Doesn't the deployment cooldown for Marshall dwarf any concerns?
The resurrection time is roughly the same as a Deforester. In addition to this being an overpowered unit on its own, it's above-average cooldown time makes it very overpowered. Plus, the dodge.
Slightly, but even a 13 year old like me can see these units are overpowered. I did not make a post like this for the Kill-a-Ton, the Squidfingers, or any other unit introduced. However, this is a bit too overpowered to ignore. @Kamikaze just trying to alert the Proletariat Developers of a possible imbalance. Because, you know, the Infected hate that
Yeah, but it can't solo, right?
Correct, it cannot solo like other Survivor Units can. However, these units make an overpowered addition to a team that could already have other high-damage units, as well as ressurection units, and unfairly decimate some of the best of Survivor teams. If the No-Stamina does end up getting cut, somehow, it is best to point out these issues before the big storm.
Why haven't you tagged @Gordon or @Jennie?
I just did.
Thanks for reading! Try to keep any and all posts civil and too the point. I'm not much into arguing right now, just giving my two cents!