.Lord Ginger. -> Damage and Energy Control (6/21/2018 16:35:32)
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Hey y'all, A lot of y'all (at least the ones who read this and play the game) probably know the whole energy meta that is going on, and has been for a while. A lot of people are not too fond of this especially with different things like the tech CH becoming a thing. Since some builds like that can regenerate HP like crazy and control energy, there needs to be a way to stop this regeneration, or at least slow it down. Damage output may make y'all think that Strength will be OP... Well we can always increase everything more than we can increase strength (robo, aux, gun) Malf, intim, and smoke don't rely on strength (as in increasing, smoke is by tech, intim by support, malf by support)to be good, so damage from other builds will be good, especially if they buff these skills (which I kind of talk about later in this post) We could also increase the block rate (it sounds bad yea because of increasing luck), however this would prevent stat spam strength and can help other builds be prevelant My suggestion is: If the damage is raised in general and people can do more damage than a heal (408) in the amount of turns (4), on a consistent basis, this would help shorten the battles and lessen the effects of energy. With increasing overall damage, players will have to choose whether to take energy and try to get some heals, or do more damage to win the fight and speed things up. If the damage output overall is increased then these battles will last shorter. And for y'all who like bosses and such: The normal bosses could have their damage improved by an amount as well And for legendaries, since we all focus on defense anyways, they don't have to be changed as their damage output is great enough, and a lot of the battle is played defensively for us. With this change: If everything is overall buffed, class skills will be a bit weaker in general, I think to further the whole "devs don't want us to rely on the same actives because they don't want it to be like passive" things, we can increase the damage actives, and increase the debuffs, such as smoke, intimidation, and malfunction. Current Energy skills: There are a few skills that I would also like to see fixed with this damage increase. CH static should be buffed to deal 100% damage and maybe can recover less energy so strength builds are more viable. Bounty Hunter needs a buff for sure, as it can hardly get enough energy to heal without 60+ support, possibly rescaling this move on tech like it used to be. Mercenary static smash is really nice as it is, taking 100% energy, maybe nerf this amount more or decrease the energy drain. Tech Mage, I think it's fine as it is, to be honest. Blood Mage Parasite I believe should take more energy, or return the 3 turn of this skill. The tactical mercenary atom smasher is pretty bad, so this needs a major energy buff, and maybe make it unblockable if it isn't already. Plus, pyro shouldn't be as relevant if these energy skills don't matter as much My main suggestion is the increased damage to shorten battles and lessen the possibility of heal looping, or at least make it last shorter.
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