racing.lo.mas -> RE: Returning Passives with Lower EP. (1/26/2016 1:23:16)
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Thats exactly what I meant. But they wont be so op, because they should be nerfed. And the nerf just will make them work as they did before. For example hybrid armor at max lvl gave +6 defense and resistance. So it would give +60 to defense and resistance (or maybe a bit more). Hybrid armor, Mineral Armor and Plasma Armor werent made to be used when someone used a debuff in you. They were made to give a little bonus of defense. So if you change this, a player will use this skills at the begging of the fight, getting the advantage that these skills gave before. Also with a nerf for those skills, indirectly, we will be giving a buff to debuff that have been weak for a long time. Maybe you can change the skills to last all the fight, so when you activate them, you dont have to care about using them again: Fire Scythe can be replaced with a skill that gives you more damage in your gun (like aim assist). Energy Parasite can drain energy all the fight but with a low %. Battery Backup can back to the old Reroute. Mark of Blood instead of striking, just waste 1 turn, activating the skill for you. Shadow Arts instead of ignoring defense, it can give an extra bonus of luck with blocks and stuns (as before). And maybe you can add a low chance of deflection too. And for mercenary, you will need to find a good version of Adrenaline Rush, because it has never been so good. The main idea is to make the skills more cheap, so some builds can come back (or even let players create new builds) and the energy wont be so necesary in the game. Making the skills like they were before is just an idea that came to me. I think it's ok, because the skills will be like before and the reason of changing them to active wont be destroy. They made those skills actives because players "werent doing something to get the benefit of them". With this suggestion players will be doing something to deserve the skill: Wasting a turn and energy.
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