Stabilis
Member
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quote:
Giving poison resistance to Cyber hunters in exchange for shadow arts would be a nerf. Shadow arts while it works with chance is equal in effect for all classes. While this Posion resist would only work for 3 classes since only three of them have poison skills. Also this would also mess with those skills for these three classes as well especially with Tech Merc since they use toxic grenade more then hunter use their poison claws. Also an EMP bonus to Bounty hunters? I am sorry no. People are already complaining about EMP's as it is since it is not only higher up on the tier tree, but unblockable as well unlike the other skills that are blockable and are at the bottom to the tier tree. So you want to take away shadow arts for a passive that will power up a move that is already OP? This passive would help to destroy builds even more and would upset balance. While Shadow arts can be annoying since it give increases chances of blocking it is all up to chance which isn't granteed while these passives for the hunter classes are granteed to wreak some if not all builds. So, you argue that exchanging poison resistance for increased chance to block would be a nerf because... Shadow Arts affects more in gameplay with 6 classes on any melee attack as opposed to 3 classes on only poison. That is understandable, poison resistance affects less. Though, frequency should be accounted for. In the event of poison, poison resistance works 100% of the time, indefinitely reliable (but again, only during poison). In the event of melee, increased blocking chance works up to 10% of the time. Even less than 50%. The problem with Shadow Arts, is that the skill is a RNG variable in a strategy game. RNG can definitely be used to improve some aspects of strategy, not all of it. All random chance in a game is essentially an online casino. One part of RNG that is moderate might be damage ranges. I can for an example do 250-260 damage. A random number between 250 and 260 is my damage. Although I can not expect an absolute number, from my range of numbers, I can interpolate what I can do and act on that knowledge. I personally appreciate that type of chaos. One part of RNG that is extreme is blocking. A random number determines success or failure. What if, during the war of 1812, multiple alien spacecrafts flying over American forces zapped all soldiers to death allowing Canadians to conquer America? I know, random, but possible. I personally do not prefer analogies or exaggerations but some do. Anyhow, RNG that can change something very important such as a block that stopped Static Charge that prevented healing that increased total damage on the player that caused a fatality... is much to influencing... and without need to strategy as well. This is if not the most degrading RNG presence in EpicDuel of all. That is why I prefer to let a skill influence something less potently, so I said poison resistance. Maybe, poison resistance (not 100% resistance by the way) by itself is not as frequently game changing as is Reroute for example, so a side effect to a skill like that might be necessary. Maybe poison resistance and increased armour resistance on rage. Still, I do not, and never will, vote "block boosting" as a passive. It is too much of a strain.
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