Ability Idea: Starstruck

Do all of them fall at once or a random one? That seems a lot of projectiles

6 Likes

all at once, but you are right… prolly should slide the numbers down slightly to prevent lag

4 Likes

toned down quite a bit. While it will be a lot of projectiles, it’s less than half as before.

4 Likes

Lunar Flare - 18 AoE projectiles that each deal 100 + 80^2 (6500) damage? The scaling seems a bit intense, considering that isn’t even all the projectiles that would land per use—I’m pretty sure that’s potent enough to instantaneously kill any Moon Lord part, and multiple people can use this ability at once as well.

Star Wrath - Why so many? 25 projectiles, and unlike Lunar Flare they can’t all hit the same enemy. Star Wrath projectiles cause immunity frames, so just having a ton of them doesn’t quite justify the comparatively borked damage scaling of Lunar Flare (which has higher pierce, a wider AoE and every projectile CAN hit the same enemy).

T1 - I’m fairly sure the Rain projs also have this issue, so why are there a ton of them when, again, it almost doesn’t matter? Fallen Star is still better, as it has infinite pierce, a wider hitbox and higher damage. Starfury is thus also inferior to Fallen Star, since once more it relies on numbers despite numbers making a negligible difference in its hit count (unless there’s a large collection of enemies stacked up that manage to soak up all… 12? of its pierce).

Maybe greatly reduce the number of projectiles shot—remember, this is a ton of projectiles all with their own particles, it could cause massive lag and possibly even start encroaching on the limit if at t3 EVERY listed projectile is fired—and take down the damage scaling big time on later tiers. There’s a lot of projectiles which are completely useless and unnecessary due to invulnerability frames and the sheer damage potential per firing is nothing short of phenomenal, perhaps too much so.

5 Likes

number and damage both significantly reduced. Rain and twilight lance projectiles also removed because they didn’t fit in anyway and just added unnecessary projectiles and i-frames.

Also, to make the projectiles slightly more balanced, they should probably be spread to fall randomly across the player’s screen. This will maximize damage and it honestly makes more sense.

4 Likes

That still seems a lot, by level 3(round 10), you’d be looking at spawning ~80 projectiles simultaneously

Also slight correction, what do you mean by level 3? On your post it says Round 14 but that’s level 4

Abilities level up on rounds that are multiples of 3 + 1, in other words, 4, 7, 10, 13, 16

6 Likes

oh, better correct that

2 Likes

Fixed some outdated information on the suggestion.

1 Like

You should detail how long it would be for in the WW ability. That matters a lot to how good this ability is.

2 Likes

Done. Ty for the reminder

1 Like