.Lord Ginger.
Member
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Couple of quick things before I get started on balance… 1) We want to make battles faster so we increase the damage output, however we are buffing energy regeneration again. The goal with removing passives was to make certain skills not needed. Energy regeneration skills are too needed still. Now this probably won’t happen, but removing these energy regeneration skills (like putting static grenade back with EMP, replacing Static Smash with Atom Smash, replacing battery and parasite with… you know where that’s going) will hurt legendary battles and I know people wouldn’t be too happy with that, although a lot of the older players would like having these back. 2) Strength builds like Tech Mage and Bounty Hunter with their debuffs are getting too much mileage off of it. Since the debuffs go up by 3 per level, even with low tech, the debuffs can be too strong for these builds. If we have diminishing returns with these skills like we used to, this wouldn’t be nearly a problem. In Delta/Early Omega, I remember smoke on 4 with 81+33 tech or something like that being -41 dexterity, while on level 10 it was -50 dexterity. Only a 9 dexterity difference. Now, every level is 3 difference, except from 6 to 7 which is 2. This means that the smoke from level 10 from level 1 is a 26 difference no matter what, which is brutal. A Cyber Hunter malfunction also scales by 3 per level which results in a 27 technology difference from level 1 to 10. Tech Mage malfunction scales the same way through the levels, and Blood Mage intimidate scales by 2 per level (but needs a buff). These skills (smoke and malfunction) need to scale less throughout the points put in them. For example, a strength tech mage with 17 support with a malfunction on 10 has it being -46, this is a reason why P I R A T E X is doing quite well with a strength spam build. Strength builds are too powerful, and things such as Cyber Hunter and Tech Mage focus don’t have a chance of beating those builds. 3) Blocks/Deflections/Critical Hits either happen too much or not enough. There are stat spam builds that can run over focus builds with 40 less dexterity because they are never blocked, and on the other hand, you can also have a block fest with two focus builds. Strength Spam builds are an issue and don’t require much strategy and have too high of a win rate without much thought. I believe that we should have some curve with these builds. The further away the stat difference is the Block/Deflection/Critical Hit chance, but this is more so of a power curve, so it becomes exponentially riskier the further away you are from your opponent in that skill. This should gravitate most people toward the well-balanced builds while still allowing builds like tech (they’ll block and deflect a bit but will be critical hit on quite a bit as well) to be viable, however this will be frustrating occasionally. However, I feel like dexterity that is almost even shouldn’t block too much and that on an average battle, people with 40 less dexterity should be blocked quite a bit. 4) The last thing that we need to see is the number fixing with the damages. Now, Nightwraith improved the damage on the Primary, Sidearm, and Robot, these numbers need to be shown to do better calculations. I also read a while ago about removing the x10. Before you shut me down and say that the x10 buff made the game better and helps skills be more unique with damages and stuff, 15 seconds for a turn isn’t that much time, and calculations are quicker and more accurate with smaller numbers. Okay, now into the balance that I think we need to start seeing. Bounty Hunter: We are trying to keep battles quicker with less energy regeneration and stealing, so we have the improved smoke with the lousy static grenade. Going back to #2 earlier with smoke, we need to see the smoke change to see more of a reason to use focus, especially for other classes. We can buff Static Grenade (Focus needs more of a benefit against strength, so this could be better scaling with tech like it used to be), the focus user needs to be able to drain more energy, so they can use their energy to gain the upper hand against the strength user. Buffing this grenade also makes focus bounty hunter better against things that it struggles against such as mercenary, and possibly tactical mercenary. Mercenary: This class is viable for many builds, whether it is support, strength or focus. The energy drain for this class is very nice, bunker buster does a lot of damage for a low energy cost, blood commander is nice, and the hybrid armor can’t be taken away by an Azrael Aux. To make Mercenary more even with the field, Static Smash should be nerfed to be more on par with other energy moves. Since it drains quite a bit of energy and works well with strength builds since it drains more with more strength, this makes it quite the energy drain move. Bunker Buster is a bit too powerful and should remain on par with Blood Mage’s Plasma Cannon with the damage output. Tech Mage: Aside from the Malfunction Change mentioned earlier to help bring Strength Builds back in line, focus tech mage has a very tough time beating this build, especially with the recent damage buffs. The tech mage is supposed to be a technology-based class, and the technology-based moves such as Plasma Bolt and Supercharge are weak and make strength a better option. I still believe assimilation needs a buff, but I don’t want this to help strength tech mage too much. Plasma Bolt and Supercharge need to deal more damage to help compete with other superior builds, since these skills are the main one that a tech mage should use. Being a tech mage should mean it uses technology moves. Cyber Hunter: Aside from the Malfunction Change mentioned earlier to help bring Strength Builds back in line, Cyber Hunter focus also needs help, and this is a bit tough since the moves that help focus, would help other builds. Cyber Hunter has been a tank class before with some recent tech builds showing up, also with strength massacre. The EMP grenade for Cyber Should be buffed since it is one of the few decent tools that it has to help it win. Other things that I think need improvements is the static charge, it still works for strength/support/high energy builds since it’s another strike. However for focus, this needs a bit of a buff, this will also help the other cyber build, but I think the malfunction change will help tone that down a bit, as well as the EMP buff that is well needed. I believe the buff should be in energy reduction and energy drain. Tactical Mercenary: Tactical Mercenary is still a good class, struggles with Bounty Hunter but with the smoke nerf it shouldn’t be bad. Tactical Mercenary is normally a hard counter for a lot of focus builds, and this is partly due to the Frenzy gaining the position into a poison heal loop. I do believe that frenzy should be nerfed in the Health/Energy regeneration that it gets since it is now unblockable. This skill revamp from Passive-Active Omega alone changed tactical from the worst class to one of the best. Also, make atom smash unblockable, people won't use it now and they definitely won't if there is a chance of it failing. Blood Mage: This class is my favorite and a lot of people know that, so I am a bit biased since that’s just me. I will try not to be though. Blood Mage’s energy regeneration hasn’t always been that great, especially not in the endgame when damage gets low and the opponent can get a quick sap of energy, while the Blood Mage drains it overtime and can’t recover. The opponent can get in an extra heal to beat the Blood Mage in the end, which can be frustrating. My opinion with parasite is to keep the 3 turn active, 3 turn cooldown, so Blood Mage can keep this cycle going since the energy drain per turn honestly isn’t that much, or keep it how it is right now and increase the energy drain, maybe back to 20%. This may be a bit strong at first, but we can balance it over the weeks as it is shown that BH has been changed for the past 3 weeks I believe. People may have a different opinion, I believe fireball still needs some help with the damage output for the energy cost since Blood Mage isn’t that great on regenerating energy, or we can do another diminishing effect with having it be strong at lower levels and scales slower when it reaches to the top, like I believe smoke and malfunction should do. Another thing with blood mage is intimidate. This skill has been the laughing debuff for a while, and I would like to see a buff for it on Blood Mage only since Mercenary is a solid class as of late, possibly a 3 turn per level improvement like smoke (since intimidate only works against strength builds while smoke and malfunction work on improving its own damage). I would like to see a Mark of Blood maybe buff for a Blood Mage since it seems to be near the bottom the bottom of the damage and energy regeneration pool. I would like Plasma Cannon to scale the same way the one on Mercenary does so it is viable at lower levels. The Mercenary Bunker starts out higher and scales less, but a mercenary bunker is viable at level 4-6 while a blood mage cannon I see is always 8-10, this is also due to the blood mage needing damage since it doesn’t have many tools. These may take some small buffs at first since there a lot of things that I believe should be improved with Blood Mage. The main blood mage weakness is the late energy game with parasite, in order to keep Blood Mage in balance, it still can have this struggle but needs to make it up somewhere. Robots: There are still the popular robots and I’m not going to go over those, mainly the ones that are not used, and I feel like have no utility whatsoever. The Botanical Borg is a robot which has the special being a multi attack which does 85% damage, and I can’t recall if this is deflectable or not, I believe it isn’t deflectable though. Regardless, this robot is hardly used and this robot would be a 2v2 focus robot or an unblockable special (but Monkakazi already does that unblockable special and it is better damage). This robot should receive a damage buff on the multi and if it is only usable one time, it should be usable for more times. The Black Abyss Bot was a widely considered an overpowered robot when it first came out, even though blood hawk was already up there with it. This robot has been nerfed and if people want a robot that ignores defense, the Blood Hawk is a way better option since it also removes the Generator/Piston Punch in armors. The Electro/Ballistic Bunny Bot’s special is if someone strikes, they get hurt instead. This doesn’t even work if you do a force strike with Azrael’s Will, it’s if the opponent willingly strikes. They can Frenzy, Malf, Bludgeon, Intimidate, Parasite, Mark of Blood, whatever that uses their sword/class specific weapon that isn’t clicking the strike button. Kartherax is a much more logical reason than this robot. I’m not sure how to fix this robot to be completely honest, but this robot may need a complete overhaul, honestly this is useless. The yetis that aren’t the Omega ones, they do less damage and don’t improve with the Omega sword and aren’t worth anything, especially not to an infernal android. Lionhart’s Avatar: This grants rage, 50% for the usage, with multiple uses. This robot can be used in 2v2 and can be decent occasionally, but there are better options. I feel like this robot needs a 75% rage buff, it shouldn’t make it too strong because it does use a turn. The last one I will go over the is Monkakazi robot. This robot is useful for a guaranteed rage hit that isn’t blockable/deflectable, however the damage output on it isn’t good enough to use without rage, to be completely honest. The special adds damage depending on the difference between the highest and lowest base stats, which for a focus build, is about 36 points, unless 750 HP which is about 56, which still isn’t that much. Chairman’s Fury: This skill isn’t used at all anymore, because it isn’t really viable, and it’s useful for strength builds and used to be with focus. I’d like to see the 100% Damage buff again, and possibly a 50% rage steal. Massacre: This skill is good, right? Well, I haven’t really seen a strength build using it, mainly just support builds, so I do think we need to find a way for a strength build and a focus build to be able to use massacre, especially with the lower levels of massacre. We see Surgical strike on 2-4, while massacre is always in the 8-10 range with 1000 energy builds. I’ve already gone over how I believe going first with underdog and support should be fixed in forums, so I won’t go over it here. I’ll just post the links to my other threads here. Underdog 2v2 Partners Thanks.
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