Laces
Member
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First of all, This is not a suggestion but a discussion. I'm sure this has been brought up, but should debuffs such as Smokescreen, Malfunction, Intimidate, etc. be able to temporarily disable the use of a skill? For example, if I should malf a TLM, should that temporarily disable reroute (since it has a tech requirement) if that TLMs tech is reduced past the tech requirement. Thus, TLMs would temporarily not be able to gain back energy through reroute unless they used technician to boost there tech up to the tech requirement for reroute? It seems logical enough because your "skill" is temporarily damaged so it should not be still working. Against BH who smoke a TLM, there Hybrid Armor would be disabled for this amount of turns and make it possible for BHs to defeat the TLMs. Also, defense matrix and energy shield would boost up your Defense and resistance and are considerably better then Reflex boost and technician for defense, but they wouldn't be able to "fix" your tech or your dex. This would also help make intimidate a useful skill for once. Now here's my question to you: Would this make debuffs to OP? Could this help create balance? Should this be implemented? If implemented, should debuffs be lowered to make them not to OP?
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