Same turn #, added effect, but wrong shield (Full Version)

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The berserker killer -> Same turn #, added effect, but wrong shield (2/4/2015 11:54:58)

I believe that twoof the classes have the wrong shields for their particular class in order for them to fully maximize their potential. These classes are Cyber Hunters and Tactical Mercs.

Both of these classes have 1 particular thing in common and that is their stun grenade. The problem with the stun grenade though is that the scaling is absolutely dreadful for it to the point where it can't deal your average 560 damage without putting an enormous strain on your energy.

What I am suggesting is replacing the Cyber Hunter 4 turn Resistance shield with Technician to actually give them the buff they need towards bots and their grenade.

For Tactical Mercs I suggest removing their 4 turn defense shield and replace it with Reflex Boost to allow them to have a boost to their skill (stun grenade).

I know very well that stun grenades aren't meant to be a primary source of damage but that doesn't mean that it has to be so damn weak with no possibility of raising its damage without putting a huge strain on your energy.

This may be a simpler as opposed to just removing the entire skill. The shield turn is the same, has the potential to be just as strong, and will be way more beneficial to these classes.





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