RaXZerGamingZ 
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		  I want to suggest a buffs to cores so they can better compete with the stat boost cores and eachother, i want all cores to be strong and interesting      Primary      Passives   Lucky Strike: +5% on both versions, affect all melee attacks, restore 75 HP/MP if melee is blocked.   Primary Mastery: Can exceed max crit limit, affect all melee attacks, if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)   Mark of Azrael: +5% crit chance, affect all melee attacks (exceed max crit limit if not already)   Baby Yeti Charge: bonus damage apply to all robots   Dark Yeti Charge: Bonus damage apply to all robots         Actives   Energy Storm: +5%, 6 turn cooldown   Frost Shards: Undeflectable, 6 turn cooldown   Meteor Shower: change to 125%, ignore extra defence on rage   Plasma Meteor: Same as Meteor Shower   Whiteout: undeflectable, reusable with cost increasing per   Crimson Offering: reusable with HP cost increasing every use   Soldiers Grenade: Reusable with cost increasing every use   Omega Override: Reusable with increasing cost   Feast of Flesh: reduce cost to 100HP, reusable with increasing hp cost per use   Spirit Well: reusable with hp cost (1st use is free)   Infernal Fury: reusable with energy cost   Tentacle Prison: reusable with cost increasing per use   Frostbite: unblockable   Frozen Fist: reusable with cost increasing per use   Wolf's Fury: reusable with cost increasing, lower usability to 25% hp   Growth Serum: 4 turns effect, reusable with increasing cost per use   Lifeline: reusable with cost increasing per use      Sidearm      Passives:   Aim Assist: +5% less chance to deflect, if deflected restore 65 HP/MP   Gun Mastery: return bonus damage, allow to exceed max crit limit chance, affect active core aswell if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)   Laser Sights: change to 50% instead of 20%, if deflected restore 25 HP/MP   Super Scope: fix description positioning, +10% on both effects      Actives   Energy Shot: 6 turn cooldown   Piercing Shot: 6 turn cooldown   Ballistic Shield: +5% on both      Armor      Passives   Critical Heal (armor): heals for 40% extra instead of 20%   Nanosteel Armor: if hit with a critical, 25% damage to energy conversion   Overshield: Increase max hp by 300   Radiation Burn: lower chance but make it apply to all melee   Lucky Strike (armor): same as primary, allow effects from if blocked to stack   Absorption: remove from shops, Blood Hawk Armor only   Mastery's Strike: increase both % by 7      Actives   Chairman's Fury: 125% damage   Energy Booster: same as now, except reusable with a health cost added after 1st use   Generator: reusable but after every use the next time will be lower (minimum of 100 HP/MP)   Health Booster: reusable with an energy and rage cost (1st use is free)   Piston Punch: reusable with health and rage cost   Captain's Charge: reusable with cost increasing per use   Infernal Surge: reusable with a HP/MP cost that increases per use (1st use is free)   Spirit Thorns: reusable with a HP/MP cost that increases per use (1st use is free)      Aux      Passives:   Auxilary Mastery: exceed max crit limit, return bonus damage, bonuses apply to active cores too if you get a critical melee then you get 10% lifesteal (stacks with bloodlust)   Aim Assist: same as sidearm, except 85 HP/MP   Laser Sights: same as sidearm, except 50 HP/MP restore   Super Scope: same as sidearm      Actives   Concussive Shot: 105% damage, reusable with cost increasing every time   Improbability Gate: reusable with cost increasing per use, remove damage limit   Hair Trigger: reusable with cost increasing per use (reduce initial cost)   Azrael's Torment: reusable with cost increasing per use      General:   Stat Boost cores: +6   Prime Stat boost cores: +8   Armor stat boost cores: increase stat boost to compete with endless cores better      Reasoning:   I want the cores to be interesting and be able to compete with eachother allot. The way they are now i think is boring. I probably have forgotten some cores, but i think the general idea is clear; if its acitve make it reusable with its cost increasing or a cost being added after the first free use, if it's passive buff it and add additional effects.  
			
								
			
			
				  
				  		 	
		  
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