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2/12/2013 2:21:06   
theholyfighter
Member

Here are ideas, mostly made by other players and a few by me.

Double Blade
-Support Requirement: (From Lvl 1-Max) 20,22,24,26,28,30,32,36,38,40

Berserker
-Technology Requirement: (From Lvl 1-Max) 20,22,24,26,28,30,32,36,38,40

Overload, Stun Grenade, Plasma Grenade, Maul
-1 turn Warmup

Massacre
-15% health steal; does NOT stack with BloodLust

Energy Shot
-Does NOT bring your sidearm into cooldown

Concussive Shot
-Sends your opponent's highest level skill into Cooldown

Shadow Arts
-Increases Auxiliary damage by %: 10,12,14,16,18,19,20,21,22,23

Field Medic
-Improves with support and level, caps at 15 more health than current level amount.





< Message edited by theholyfighter -- 2/12/2013 2:59:40 >
AQW Epic  Post #: 1
2/12/2013 2:37:27   
Giras Wolfe
Member

In short: Yes, Yes, Maybe, No, Yes, No, Yes, YES.
quote:


Overload, Stun Grenade, Plasma Grenade, Maul
-1 turn Warmup

Stun Skill warmup should only apply to Maul. I see no problem with mages who overload on the first turn.
quote:


Massacre
-15% health steal; does NOT stack with BloodLust

Massacre should be nerfed in a different way than this. This doesnt really make sense, and also fails to address the fact that massacre is a KO 90% of the time it is used.

quote:

Concussive Shot
-Sends your opponent's highest level skill into Cooldown


Concussion shot should send one of opponents top 3 skills into cooldown, BUT if one of those skills is already in cooldown, it is only randomly decided between the remaining two.

quote:

Shadow Arts
-Increases Auxiliary damage by %: 10,13,16,19,21,23,25,26,27,28


The % boost for shadow arts should be lower, maybe 20%. Also it should have a different name because the effect is irrelevant to shadows.

quote:

Field Medic
-Improves with support and level, caps at 15 more health than current level amount.

This is just a fabulous idea. I would make the bonus cap 20, though.
AQ AQW Epic  Post #: 2
2/12/2013 2:58:33   
theholyfighter
Member

quote:

quote:

Overload, Stun Grenade, Plasma Grenade, Maul
-1 turn Warmup


Stun Skill warmup should only apply to Maul. I see no problem with mages who overload on the first turn.

How many players with stun skills other than Maul uses it on the first round? I'd say rarely any.

quote:

quote:

Shadow Arts
-Increases Auxiliary damage by %: 10,13,16,19,21,23,25,26,27,28


The % boost for shadow arts should be lower, maybe 20%. Also it should have a different name because the effect is irrelevant to shadows.

Yea, I'm not good at naming.
AQW Epic  Post #: 3
2/12/2013 3:01:43   
Giras Wolfe
Member

-Considering further, I support the 1 turn warmup on all stun skills. Especially in 2v2, getting stunned on the first turn can totally ruin your day.

-When I've seen that shadow arts ability discussed before, it's been called "Foreign Gear."

< Message edited by Giras Wolfe -- 2/12/2013 3:02:38 >
AQ AQW Epic  Post #: 4
2/12/2013 3:08:34   
Silver Sky Magician
Member


I think the shadow arts buff may be too overpowered. That's essentially a slightly lesser Deadly Aim boost (if we're using Giras Wolfe's 20% cap) + a significant increase in block chance and the considerable but not so significant increase in stun chance. Or are you suggesting replacing the current effect entirely? If so, that's an interesting and supported idea.

< Message edited by Silver Sky Magician -- 2/12/2013 3:09:19 >
Post #: 5
2/12/2013 3:10:18   
Giras Wolfe
Member

quote:

are you suggesting replacing the current effect entirely?


Hmmm....can I keep the stun chance please?
AQ AQW Epic  Post #: 6
2/12/2013 3:28:00   
theholyfighter
Member

quote:

Or are you suggesting replacing the current effect entirely? If so, that's an interesting and supported idea.



I simply want to remove all luck factors on Skills, so therefore, it's a suggestion on replacing Shadow Arts.
AQW Epic  Post #: 7
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