King FrostLich -> RE: =ED= Balance Discussion X (8/10/2012 10:38:03)
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1) Why should it? Will you give them passive EP or HP regen in its place? It follows the rules of having: passive Armor, debuff or HP/EP regen (2 of them). It has EP regen but it's not passive and if you wanna argue with that - TLMs have HP regen too. Removing Plasma Armor would be the best option even if the devs confirmed as "nope, we won't". The problem is that if any nerf besides any of these 2 skills were to take place(let's say nerf DM or replacing massacre with something else) it would make people think CH as a not so strong class at all but forget this sentence. If Plasma Armor does get removed, technician is the best replacement. If malfunction does, then diamond blades OR A STUN GRENADE a new skill should replace it. TLM's also need mana and rely on their health to regain mana. If frenzy gets blocked, well there goes a turn and mana. quote:
2) It's fine now. Them getting more power isn't needed now. Forgot to mention that this would only apply if malfunction gets replaced. quote:
3) No.. You're getting rid of Str builds, leaving them with nothing and totally killing the point of the Class. It's Strength-focused and you're making it into Physical version of TM which is aimed to be a defensive class. Support requirement is enough - 42 at max will make them lose at least 12 stats (if they have 30 Support for DA) if not more which is already 3 less damage on Fireball and 2-3 on Primary + Gun. Give diminishing on Str again at about 70-80+ to progress slower and they'll be weaker, or rather all Strength builds. Strength has been the biggest balance issue in the game with agility as the second. Blood Mage may be a power type class but it doesn't mean it should be very strong with that unblockable skill despite the cost of a huge amount of mana when maxed including a gun. Though I may be in favor of another strength diminish in stat, this will only weaken players who do normal strikes in my opinion because if you've memorized the new formula for calculating the % of increased damage skills, strength doesn't really matter, it's actually the weapon damage that powers the skill and the % it increases. A player with 67 strength (16 - 20 strength damage) could care less anyway about it since it's still strong to hit other people. quote:
4) No. It has twice the power of SC thus giving much more HP back. Cooldown is fine in this case. Both are blockable so tough. It's only if either of them will be chosen. I don't want a lower cooldown and more % of health regained at the same time, just the separate. Plus, mana coming from a CH is different compared to a TM if you know what I mean. quote:
5) No? You know your "base of 20 health points at level 1" and increases with Level is already there? But your number is too high and Level scalling doesn't need altering. 4 Support for 1 HP? It was that way last time and it was taken out due to abuse. Rabble is already working on bringing scalling back so it won't be abused either; definitely not 4 Support, more like 6-8 instead. Uhmm, at level 1 you start off with field medic that heals 10 health points and players hit you like 8 - 10 damage. At that rate, most low levels will come to conclude that field medic is a useless skill at that time. Plus, when I meant scaling it already includes skill diminishing which means the higher your stat goes, the skill will also scale at a slower rate to prevent it from being too overpowered. quote:
6) Smoke is Tier 1, Malf is Tier 3. This justifies their power + 1 EP less for Smoke. Also Dex > Tech since Blocking > Deflections so that's why Tech progresses quicker since it cannot block all damage but reduce it in 1/2 in some cases. This may be true but come to think of it, most TM's and CH's try to invest alot of skill points compared to Bounty hunters because TM's have reroute, CH's have static charge and BH's don't have any EP regaining skill(reflex boost won't make up for it) thus they need a large amount of mana to spam it compared to TM and CH. The time when TLM's had smokescreen they were able to put alot of skill points on it because of reroute and hybrid armor(yes it's hybrid before mineral came out for those who don't know) which allowed a nearly endless loop of smokescreen or double strike and maul at that time.
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