Xendran
Member
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DarkDevil, if you are not going to read my posts which contain the answeres to all of your questions, you should refrain from posting in the thread. It is a common courtesy to at least be correct when claiming that somebody has not provided a desired set of information. quote:
hybrid armor must be penetrated to win. This is just lack of experience talking. There are a multitude of actions you can be taking that are not attacking. However, since it seems the majority of players will not actually want to read all of the text in this thread, or consider the effects of these buffs themselves, i will simply answer these questions in a concise format. quote:
what is wrong with those classes ? Tactical Mercenary has high energy efficiency, however still does not have the power capabilities of Tech Mage and Bounty Hunter when it comes to synergizing the skills together. Reflecting 33% damage is not a giant boost, and can be avoided by not dealing heavy damage. Adding damage reflection adds an interesting decision between high base resist/defence and low damage reflect, vs lesser defensive effect but with more damage taken meaning more damage reflected. It also can be used as a last ditch effort if your opponent is on extremely low health and you can survive a single strike. It's balanced out by being easy to avoid. Cyber Hunter has very poor damage output when compared to its energy suppression and efficiency levels, so increasing it's energy suppression in a way that suits the class, while simultaneously buffing a nearly useless skill is a good way of fixing both the class and the skill simultaneously. Mercenary has absolutely horrible energy efficiency, and as a character designed for tanking, does a very poor job of it compared to the damage output when not using a support build, and while using a support build the damage output is in exchange for even more energy efficiency AND suppression. Their suppression and efficiency are also heavily linked to the same stat, with no flat number usage and the ability to be cippled by blocks. quote:
what is wrong with those skills ? All three of them are not used even remotely close to as frequently as anything else, and recieved a much harsher conversion to active skills when compared to Mark of Blood and Battery Backup. These skills are also very one-dimensional and boring, providing no true differentiation from regular shields other than an immunity to stat reduction. They are used extremely sparingly, whereas we look at a skill like Battery Backup which is the core of a Tech Mage build. Armors were core to TLM/Merc/CH builds as well, and they are nowhere near as useful as MoB or BB. quote:
why should those skills be buffed ? Buffing these core skills provide a solid boost in power, synergy, and available options to these existing classes, helping solve a lot of the class dominance regarding TM and BH. It also provides interesting tactical options to these classes, as well as their opponents when thinking about how to deal with these armors. This is basically the same question as the previous one. quote:
what will happen when they are buffed ? This brings TLM, Merc and CH up to a level that is very similar to BH and TM. This leaves only one class needing to be heavily fixed, without drastically changing the skill tree, or the core function of skills. It also provides more interesting EP-Play in battles, and Mineral Shield having reflect will encourage more players to think about alternative options when it comes to battling, which clearly not enough players do. Everybody is too focused on staying on the offensive. quote:
what are the side effects of this buff ? None in 1v1. They are self contained within their trees and builds, and designed in a way that synergizes well, but is not brokenly abusable. There are plenty of options available to counter, bypass, or reduce the effect of these buffed armor skills. In 2v2, it brings the support aspect of these classes to a level more similar to Tech Mage's ability to restore both the energy and health of your partner. This is a more defensive option. In juggernaut, it allows you to simultaneously punish both players with a single skill use. Juggernaut at level 35+ is borderline impossible at the moment, so this is an improvement as well. quote:
what is a sutible amount for the buff ? Listed in OP. quote:
orelse my reply is just the ordinary "no" as you have given a buff without reasons to smth that's already strong. This kind of response is the exact thing that the developers, staff and especially players are not looking for. They are looking for constructive posts and reasoning, rather than attempting to dismiss something because you have not put in the required amount of time to understand the reasoning behind it when the reasoning has already been presented for you previously in the discussion. One other thing to note, is that posting with simply "Not Supported" does not matter. Whether or not the players on the forums support it is frankly going to have little to no influence on whether or not the developers consider using the idea, or a similar one. They will only care if you can explain, logically, why or why not this would be beneficial or detrimental to the game. A prime example of this would be the multiple times that I, and likely others, requested for all the damage, energy, and health numbers to be multiplied by 10, and for the length of battles to be increased. There was by far more people against both of these things than for them on the forums, however the developers saw that it would have a positive impact on the game, and did it regardless.
< Message edited by Xendran -- 1/17/2014 4:43:07 >
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