Sentry needs this cheap mechanic removed
Seatin
Member Posts: 52 ★★★
Hey Kabam and MCOC Forum Lurkers
Sentry has an incredibly outdated and cheap mechanic that requires you to use potions to heal him to a high percentage of maximum health in order to keep your stacks of reality warp (His persistent charge mechanic significantly boosting damage) from fight to fight.
On the first FULL dupe of a 5 or 6 Star Champion this mechanic requires you to heal him over 81% of his maximum health in order to make him viable.
Screenshot:
Respectfully, this mechanic is an outdated cheap health potions grab and there is zero reason for it to still be in the game.
I'm very glad this mechanic doesn't exist on better persistent charge based Champions such as Aegon, Corvus Glaive, Morningstar, Venom The Duck & Sabretooth and I commend designers for not implementing it on many Champion's structured around persistent charges released after Sentry.
Please take the time to review this and remove this mechanic from Sentry. This small change would provide another avenue to demonstrate that Kabam are willing to work alongside the community to create a better game for everyone.
It would ideally be replaced with a line increasing the duration of Fury on Sentry's SP1 to allow it to reliably extend to all heavy attacks and the SP2.
Thanks for taking the time to read.
~ A disgruntled 5 Star awakened Sentry owner
Sentry has an incredibly outdated and cheap mechanic that requires you to use potions to heal him to a high percentage of maximum health in order to keep your stacks of reality warp (His persistent charge mechanic significantly boosting damage) from fight to fight.
On the first FULL dupe of a 5 or 6 Star Champion this mechanic requires you to heal him over 81% of his maximum health in order to make him viable.
Screenshot:
Respectfully, this mechanic is an outdated cheap health potions grab and there is zero reason for it to still be in the game.
I'm very glad this mechanic doesn't exist on better persistent charge based Champions such as Aegon, Corvus Glaive, Morningstar, Venom The Duck & Sabretooth and I commend designers for not implementing it on many Champion's structured around persistent charges released after Sentry.
Please take the time to review this and remove this mechanic from Sentry. This small change would provide another avenue to demonstrate that Kabam are willing to work alongside the community to create a better game for everyone.
It would ideally be replaced with a line increasing the duration of Fury on Sentry's SP1 to allow it to reliably extend to all heavy attacks and the SP2.
Thanks for taking the time to read.
~ A disgruntled 5 Star awakened Sentry owner
14
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Comments
I am a Sentry fanboy, and would love to be able to use him.
Here’s to hoping that he gets a nice synergy with Reed Richards once he is released.
I'm pretty sure the intent of that element of the signature ability was intended to work with Sentry's SP3 heal which kicks in below 50%. At higher sig levels that threshold drops, I think to at or near 50%. So the idea was that if you were below 50% but could use your heal to get above 50%, you could be able to carry over warps.
The problem is this design intent gets tangled up in the fact that the threshold starts very high, that higher star champions like 5* and 6* champs have a broader threshold curve (due to the higher sig cap of 200, plus other funkiness the devs sometimes put into higher star sig scaling), and the fact that they seem extremely nervous about buffing Sentry: their attempt to fix him the last time did just slightly less than what I calculated would put Sentry into average performance, and just slightly more than what I calculated would be the absolute minimum necessary to place Sentry above what I would consider broken.
If Sentry was a strong champ and not a relatively weak one (discounting cases where someone manages to leverage maximum warps across a ton of fights), if the cutoff didn't scale with sig level and was just fixed at 50%, and if his combat states didn't trip all over themselves when interacting with power (you can't even use all the states's advantages unless you're standing on a power generating node or something) in such a way that actually using SP3 was even a reasonable option, the mechanic wouldn't be "cheap and outdated."
Here's a way to fix it, without throwing it away. If Sentry is awakened, and you use an SP1 or SP2 while the appropriate state is lit up, and you're below 50% health, you heal 1.5% health per reality warp per bar of power. In other words, if you currently have two warps and you use SP2 while Absolute Strength is active, you will heal 1.5% x 2 warps x 2 bars = 6% health. This is separate from the SP3 heal.
Numbers subject to some balancing tweaks, those are rough estimates (you might need to cap it below five warps for example). This keeps the mechanic, it buffs Sentry overall, and it gives players a more obvious way to try to manipulate Sentry's abilities in a way to maintain warps. It isn't the mechanic itself that is broken, it is that it is currently placed in a champ whose gameplay isn't designed well around it.
When Sentry starts a fight with less than (100-X)% health, consume all reality warps to restore X% health. X scales with signature level.
In other words, by way of example:
When Sentry starts a fight with less than 81% health, consume all reality warps to restore 19% health.
At higher sig levels, it gets increasingly interesting:
When Sentry starts a fight with less than 60% health, consume all reality warps to restore 40% health.