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Underused skills

 
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8/19/2018 13:50:29   
RaXZerGamingZ
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There are still a few skills that are barely used in the game and i think it is mainly because of the passives to actives change however here's a list of the skills i rarely see used and ideas on how to make them more usefull, or what their problem is;

Adrenaline Rush: Setting the damage to 100% maybe a slight reduce in cost or reverting it to it's previous state where you can cast it on an ally or yourself.

Fire Scythe: i don't know how to fix it without making it better for strenght builds which i don't think is what we need, so no idea.

Overload: Damage is too low.

Atom Smasher: the skill needs to drain allot more, if you use Battery and then Atom (or other way around, doesn't matter) then you go 2 turns without doing damage. (wouldn't be a problem if passives returned)

Maul: the skill can get blocked, so you have a chance to stun and a chance to get blocked, cost should be lowered and perhaps giving it a reduced chance to block (with an increase in cost).

Berzerker: only strenghts use this skill, for other types of builds there are better options.

Double Strike: only strenghts use this skill aswell and its damage is too low.

Cheap Shot: Often times not worth putting skill points in, should ignore more defences.

Field Commander: it doesn't help much, needs either more of a strenght buff, increased duration or an additional effect.

< Message edited by RaXZerGamingZ -- 8/19/2018 13:53:50 >
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