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Item Mode needs rebalancing
ChronoAtog
KartRider: Drift Rep: 440
Posts: 2
Member
The issue with the current items right now is they hit way too damn hard if we compare this to most kart games, most offensive power ups hit way too hard.
1. UFO, instantly targets the person in 1st needing a specific item to counter.
THIS IS THE MOST balanced item, at worst this item has ever sent me to 1->2nd or 3rd, unless it was a tight pack. Even then I'm easily back in the race. This games BLUE SHELL hits the player the lightest in comparison to most offensive items. I feel this should be the base power of how hard items should hit a player. But right now it's the WEAKEST of them all.
2. Homing Water Balloon or Missile, instantly takes them out, mashing the B or ADADADA makes it go from 2 seconds to 1.5.
This is the most powerful item, yes shields exist but those only become uncommon in 2nd, and common in 1st. The big issue is it's generally powerful enough to take a player from 1st to 8th, and getting hit while in 3rd/4th/5th/6th/7th is just painful. Because if it takes 1st to 8th, getting hit by it just instantly sends you to the back or well behind. You can boost BUT that only gets you back to 100 mph after 1.5-2 seconds of not boosting
3. Water Balloon, easily avoidable but feels way too punishing to get hit by it. Thing takes out you out for 2-3 seconds.
Getting hit by this will instantly put you in the back, but the issue is the people needing to avoid this are hugging the side. But to balance it to be more useful... would mean subjecting people into getting hit by it and instantly want to be take out of the race, even if you're in the lead it can just spawn on you with no warning. While I feel this is one of the items that should hit hard, it feels like it should hit like the current homing items, and lesser based off position.
4. Barricade
Another actually good item 90% of the item, as it will force 1st to swerve and lose speed or get a full to 0 speed drop. My only issue is the number times I've had them spawn on me or in front of me on a turn. Honestly just needs a small touch up on it's spawn placement on turns (mostly seems 90 degree turns are the worst offender of spawning on the person in 1st
5. Storm, Not working as intended
So remember how I said 1st generally will have a double stack of shields, it's pretty much guaranteed that storm wont hit 1st, becoming this reverso blue shell as it will generally make a bigger gap between 1st, or if 2nd has a shield all it does is send 8th to 3rd or 2nd, while 1st and 2nd will have a bigger gap in between them.
Edit:
6. Banana, finally running into these- these feel like the perfect amount of slow down, I've ran into one getting into first place and just slapped me down to 3rd and kept most my acceleration and forward momentum.
1. UFO, instantly targets the person in 1st needing a specific item to counter.
THIS IS THE MOST balanced item, at worst this item has ever sent me to 1->2nd or 3rd, unless it was a tight pack. Even then I'm easily back in the race. This games BLUE SHELL hits the player the lightest in comparison to most offensive items. I feel this should be the base power of how hard items should hit a player. But right now it's the WEAKEST of them all.
2. Homing Water Balloon or Missile, instantly takes them out, mashing the B or ADADADA makes it go from 2 seconds to 1.5.
This is the most powerful item, yes shields exist but those only become uncommon in 2nd, and common in 1st. The big issue is it's generally powerful enough to take a player from 1st to 8th, and getting hit while in 3rd/4th/5th/6th/7th is just painful. Because if it takes 1st to 8th, getting hit by it just instantly sends you to the back or well behind. You can boost BUT that only gets you back to 100 mph after 1.5-2 seconds of not boosting
3. Water Balloon, easily avoidable but feels way too punishing to get hit by it. Thing takes out you out for 2-3 seconds.
Getting hit by this will instantly put you in the back, but the issue is the people needing to avoid this are hugging the side. But to balance it to be more useful... would mean subjecting people into getting hit by it and instantly want to be take out of the race, even if you're in the lead it can just spawn on you with no warning. While I feel this is one of the items that should hit hard, it feels like it should hit like the current homing items, and lesser based off position.
4. Barricade
Another actually good item 90% of the item, as it will force 1st to swerve and lose speed or get a full to 0 speed drop. My only issue is the number times I've had them spawn on me or in front of me on a turn. Honestly just needs a small touch up on it's spawn placement on turns (mostly seems 90 degree turns are the worst offender of spawning on the person in 1st
5. Storm, Not working as intended
So remember how I said 1st generally will have a double stack of shields, it's pretty much guaranteed that storm wont hit 1st, becoming this reverso blue shell as it will generally make a bigger gap between 1st, or if 2nd has a shield all it does is send 8th to 3rd or 2nd, while 1st and 2nd will have a bigger gap in between them.
Edit:
6. Banana, finally running into these- these feel like the perfect amount of slow down, I've ran into one getting into first place and just slapped me down to 3rd and kept most my acceleration and forward momentum.
- Item power level9 votes
- Fine as is, small touch ups. 22% (2 votes)
- Items hit too hard, should de-accelerate instead of full stop like the ufo 78% (7 votes)
Comments
You guys really need to re-balance the amount of missiles, water wisps or space ships other racers might get in the last few turns of the last lap of each race. And this re-balancing needs to be different for SOLO, DUO or SQUAD modes. Look at the complaints from so many on this forum AND on Google Play Store. Everyone feels the same way about this game. It just feels OFF somehow.
Seriously, if Nexon doesn't take gameplay feedback on board and try to rectify these issues BEFORE console launch, this game is gonna be DEAD ON ARRIVAL. And as we all know from the history of game launches, once a live-service game gets a bad reputation in the first few weeks of release, it is REALLY hard to bring back a strong player base to the game. Then, even hardcore fans will only have bots to play with, no real players to compete with. Amd eventually people will just desert this game. I hope the community managers are checking the forums periodically and passing on the feedback to the devs.
Skills (incl. track knowlege and using/avoidig items at wise track positions) don't count anymore. Is't more like throwing a coin to win or to loose.
Players should get hit once at a time only incl. a second of invincibility.
We need old items back...
The devil (switched controls, now incl. smartphones just switched steering), cloud (hide player and track) and 1st-missle need to come back.
The lightning should hit all players in front of the user only, even in team modes. But it should have less effect (don't stop karts, but maybe block steering for a short time)
Also wanted to note that a short invincibility effect after getting hit with an item would be awesome. I got hit with a UFO, rocket, and 2 water wisps just before crossing the finish line and ended in last place.
I also think that we need more skill based items like green/red shells in Mario Kart. You can dodge if you know what you're doing, and you also need to aim properly, or save it for protection... Versatile.
Instead of all the auto homing items