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Suggestion Nerf pearl bombs damage & range greatly or completely rework/remove

berdb

Active Member
Slicer
The current state of pearl bomb is horrible game design. It isn't overpowered and it doesn't completely win fights, yet it ruins the gameplay entirely.

INTRO & TLDR:

Pearl Bomb is in an unhealthy state for the server. The problem is that it constantly produces unreactable, instant deaths if your "unlucky". (but its not rare, see in common arguments) In large fights unlucky explosion timing (common with the large # of pearl bombs) in combination with the large explosion radius often creates situations where players have no time to reasonably react before taking 5–6 hearts. (see clips for repeated examples). This design doesn’t reward skill or awareness, this module is just complete bs where you can randomly just die if your not hiding in the sidelines. It forces players to avoid mid (and inhib) just like the crystal era. If crystals were reworked for these same reasons, Pearl Bomb deserves the same treatment.

In Cryptite's own words when nerfing crystals:
"Despite arguments to the contrary we do not agree that less than one-second of reaction time before taking upwards of 6+ hearts of damage is sufficient, fun game design, or balanced.".

It's insane how this statement applies to both prenerf crystals and current endermites. If he used this exact same line when nerfing pearl bomb no one would notice. In theory, endermites have a couple second detonation time, but when your at a large fight and theres mites everywhere, the moment you see one you can very well just explode. (See some examples in clips section)

Pearl bombs range & damage should be nerfed considerably and its health should be increased to 20. (Or just flatout rework it, its just bad game design)
(the health part is because apparently if a endermite spawns clipped inside a block it just dies and instantly explodes and hits everyone, not sure if true)

Take a look at these clips:

Clip 1:

Here a pearl bomb explodes and from an absurd range deals 7 hearts of damage. Less than a second to react. How is this good game design? Just sit in the back/side?
Cryptite: "We do not agree that less than one-second of reaction time before taking upwards of 6+ hearts of damage is sufficient, fun game design, or balanced.". (lol)


Clip 2:
Here less than a second after seen it explodes and deals 5.5 hearts of damage then another endermite with no time to react explodes and finishes kylaz off (another 5.5hearts of dmg) What was kylaz supposed to do here?
Cryptite: "We do not agree that less than one-second of reaction time before taking upwards of 6+ hearts of damage is sufficient, fun game design, or balanced.". (lol)


Clip 3:
Here there is a pearl bomb infront then one spawns behind, cornered between 2 endermites I try to run fowards and attempt to not die yet I get hit by BOTH endermites from an absurd range then pearl straight into a THIRD ENDERMITE. How is this gameplay what the server wants? No different than crystals genuinely worse even.


Clip 4:
Don't even know what to say this clip is just absurd, people can just sit at mid crystaling (usually useless for kills) but with pearl bomb randomly exploding from behind it insta kills both. Just avoid mid completely I guess? Same issue as pre nerf crystals then lol.
Cryptite: "We do not agree that less than one-second of reaction time before taking upwards of 6+ hearts of damage is sufficient, fun game design, or balanced.". (lol)

Clip 5:
dont even know what to say. just watch. its horrible

Clip 6:
the worst one yet;


Common arguments:

"I haven't died by a pearl bomb since 2022 so.."
"Just don't play in mid"
"ur gonna feel the effect of pearl bomb wqhen ur sat in mid"
This is an argument players also used to defend crystals. It was pretty easy to just avoid crystals yet they were gutted. You could completely avoid both crystals and endermites by playing in the side and backlines and never die to them yet this isn't the gameplay the server wants- It's simply bad game design.

"every endermite in death range is hearable thats a skill issue"
"the endermites glow its easy to avoid lol"
"pearl bomb is fine it just needs to be more noticeable"
"You are just unaware"
As said in my introduction:

Pearl bomb constantly produces unreactable, instant deaths if your "unlucky". (but its not rare, see in common arguments) In large fights unlucky explosion timing (common with the large # of pearl bombs) and the large explosion radius often creates situations where players have less than 1 second to react before taking 5–6 hearts. (see clips for repeated examples). This design doesn’t reward skill or awareness, this module is just complete bs where you can randomly just die if your not hiding in the sidelines. It forces players to avoid mid (and inhib) just like the crystal era. If crystals were reworked for these same reasons, Pearl Bomb deserves the same treatment.

If were looking at a simulation where your fighting mid, pearl bomb spawns beside you, you can hear/see it and sprint away. This is true, but that's just not how it plays out. You often just get nuked by pre existing endermites. https://streamable.com/b57exv no time to react into 6heart explosion, https://streamable.com/b57exv less than a second to react, or whatever the hell this is https://streamable.com/ye61xm, whatever this was too https://streamable.com/si8fu0. Making it more noticeable will not do anything either and not fix these "unlucky" situations.


"Bro pearl bomb has been nerfed 10 times"
Crystals also got nerfed multiple times before the current state, not much more to be said.

"you guys just got unlucky lol"
"look man I got hit by about 15 pearl bombs that fight and none of them were able to kill me"
You can sometimes tank multiple explosions without dying, but the issue is the extremely common “unlucky” situations where you have no time to react before exploding. This isn’t skill based, awareness doesn't help- it’s just bad design that forces players to avoid mid/inhib if they dont want to randomly die.

If you just hear:
"Oh a pearl bomb spawned behind you and infront of you? Then u tried to run away and blew up then pearled right into another one and blew up again?" (https://streamable.com/ye61xm)
"Oh you ran straight into a pearl bomb and the moment it came in your render distance it exploded you for 7 hearts, instantly dying." (https://streamable.com/4n8mii)
"Oh you fought on inhib then the moment you spotted a mite infront of you it exploded for 5.5 hearts then another behind you also exploded for another 5.5 hearts?" (https://streamable.com/b57exv)
"Oh you got expoloded by a crystal then an endermite 0.25s later?" (https://streamable.com/hwkyfd)
"Oh you just got comepleted erased off the map?" (https://streamable.com/si8fu0)

It'd just seem that they just got unlucky, yet situations like these keep happening to countless people every fight. With the absurd range and just concept of pearl bomb, "unlucky" situations like this are constantly made, its just a common occurrence. I do not agree at all that these are just rare unlucky situations, I would say its extremely common to just randomly face an unreasonable death.

"Well its clearly not helping HL win any fights"
Did crystals help anti HL win any fights? We abused it harder than anyone else yet it never helped win, it just resulted in horrible gameplay. Helian league always won but crystals did not make the game fun. The issue is not that it's a win condition, the issue is that you have to completely avoid sections of the map, constantly have to deal with randomly taking 6 hearts of dmg if playing mid/inhib. Yes, you can avoid ones that spawn beside you due to the glowing/noise but its not that simple. In large fights unlucky explosion timing in combination with the large explosion radius often creates situations where players have no time to reasonably react before taking 5–6 hearts. (WATCH THE CLIPS).
 
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19 voters
View attachment 13615


Also its not only at the start, these last 2 fights weve sat on tgen for a full 60 minutes and just stalled timer becuase nomatter when we push we would just get nuked by pearl bomb. The deaths at the start are the main part you can call a "skill issue, becuase when warp just happens you can hide back. but afterwards if you ever try to exit the tgen no build zone you can just randomly face an unfair unavoidable death. Idk what your talking about. I dont think a single one of the 15 clips ive sent has been from right after warp


The deaths that are AFTER the warp and the middle push are the ones that are BS, the ones AFTER THAT where its just a melee where everyone is fighting on the sides, back, and middle, those are 100% avoidable.


You JUST said "oh they need new modules, this stuff needs nerfs" but you never offer any new ideas, which is my main point


What im saying is, if you are offering for pearl bomb to be nerfed, offer a buff for another attacker module, if you make EVERYTHING useless then the game is stale.
 
The deaths that are AFTER the warp and the middle push are the ones that are BS, the ones AFTER THAT where its just a melee where everyone is fighting on the sides, back, and middle, those are 100% avoidable.


You JUST said "oh they need new modules, this stuff needs nerfs" but you never offer any new ideas, which is my main point


What im saying is, if you are offering for pearl bomb to be nerfed, offer a buff for another attacker module, if you make EVERYTHING useless then the game is stale.
Just plain wrong, no matter when it is, If you leave the wooden barrier around tgen your probably gonna explode. A lot of the deaths are unavoidable not just the ones after warp when they all pearl mid. And the "Middle Push" is practically the whole entire fight as defenders have been camping tgen for a full 60 minutes. Do you think that all these deaths are 100% avoidable? I don't understand what you're going on about

And yeah, I didn't offer specifics as to what attacker module alternatives they could introduce, but I said they definitely need to do those things way before your post. I'm just not creative enough to think up new attacker modules so I'm leaving that to cryptite or the lcr or whoever. It's a public forums post and anyone can add on to my suggestion by providing specific attacker module reworks/additions they could do, you can too. I don't think I need to brainstorm everything that needs to be added to conquest alone, I'm just pitching the idea that pearl bomb needs a nerf and attacker modules need a rework. Your original post was calling me "self interested" and introducing the idea that a pearl bomb nerf would make defenders too overpowered like its a new concept to me and I'm just replying just saying that's wrong, nothing else.
 
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I don't personally feel a nerf to pearl bomb is necessary, but maybe a change to the sound they make when they spawn, making it like a blaring alarm or maybe a creeper charge sound that would make it clear to run.
 
Honestly it’s been said before all modules have a scaling issue. You can see how useless shield wall or even supercharge is in a big fight but how amazing pearl bomb is and vice versa
Imo all modules need a rework because the fact that every big alliance has been relying on 2-3 modules out of all them shows an issue inherently with the mods
 
I don't personally feel a nerf to pearl bomb is necessary, but maybe a change to the sound they make when they spawn, making it like a blaring alarm or maybe a creeper charge sound that would make it clear to run.
You cant say this without actually experiencing fighting against pearl bomb (you rarely warp and when you do you arent in mid)
 
Pearl bombs need work, I agree, but this is a video of you quite literally staring at a pearl bomb and pearling straight into it (also hilarious clip)
Thank you lol but at the same time it hit me when I was very far down it was funny tho
 
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