Ranloth
Banned
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Here, I'll post all the suggestions I have in regards to improving some classes - not necessarily power wise, but variety too. It will be split into two sections, long-term changes (don't need immediate change, such as new skills) and short-term changes (altering existing skills asap). Long-term changes: [BM/Merc] Re-work Intimidate to reduce all incoming damage from weapons by a fixed %'s. - Weaker than pure reduction of Strength, which affect Primary and Guns, to compensate for weakening Auxes.
- More powerful on builds that abuse Strength and/or Support but would have a cap for damage reduction, to prevent abuse.
[CH] Replace Malfunction with a new debuff, which increases any incoming damage source whilst your opponent is debuffed. Doesn't improve with anything. - Works under the same mechanics as Mark of Blood, so your ally (2v2) can also take advantage of it.
- Damage boost is applied after defenses.
- Similar in power to TLM's alternative debuff (credits to Remorse) - since TLM's debuff is applied to total damage, whilst this one is after defenses (lesser boost).
- Gives the class nice synergy with skills, and allows any build to take advantage of it.
- Tech requirement to prevent abuse from offensive builds.
[TLM] Replace Field Commander with a new debuff, which works in almost the same way as Omega Override (core). - Debuffs opponent's highest stat including stat boost from your weapons, excluding debuffs applied.
- Improves with Dex to provide better synergy for Dex builds (blockable skills + Stun Grenade only)
- Weaker than Smoke/Malfunction to compensate for 4-in-1 debuff; maybe -4 less base in comparison to Smoke/Malfunction, which is roughly 1 damage/defense point difference.
- Alternatively, a unique defensive debuff suggested by Remorse - more details in post #45 and #47.
[TLM] Re-work Blood Shield to fit Omega HP scaling and to be more efficient, compared to Shields and Armors. - Perhaps 1 HP : 1.5 Res ratio, so for +5 HP spent on Blood Shield (Level 1), you'd get +7.5 (8) Res in return.
- Fits with weaker debuffs and slower HP scaling in Omega, and is on par with Shields and Armors which last a turn or two less but give a bit more Resistance instead.
[TM] Swap and replace Bludgeon with Fire Scythe, and in place of Fire Scythe (Tier 4), introduce a new defensive skill "<name here>" which reduces incoming damage by x% - Starts at 5%, goes up by 2% and then by 1%, for up to 15% at Level 10 - and returns 1% of incoming damage (rounded up) per level - starts at 1% and caps at 10% - as HP. Energy cost similar to Shadow Arts. Lasts for 3 turns.
- TMs have horrid defensive synergy, although, they are good on the offense but only Casters can excel in defense, not other builds.
- HP return would be raw damage, before any defenses are calculated - so if total damage dealt is 60, you return % of it as HP.
- Fire Scythe is a good substitute for Bludgeon already + more effective on tanks, and not mentioning it's unblockable + undeflectable.
- Support requirement, to prevent abuse from Casters that could loop it efficiently.
Short-term changes: [BM] Tweak Energy Parasite to be more effective, not necessarily effect-wise. Just lower the damage penalty it has, since it's dependant on opponent's current Energy and takes 3 turns for full effect. [CH] Buff Static Charge, to ignore 50% defenses for the Energy return only. - Makes it more efficient for Str-less builds and on tanks, whilst still dealing damage.
[CH] Buff Plasma Grenade, by bringing it on par with Stun Grenade. - +10 more damage and -30 Energy cost, and small adjustment to how it scales, in order to make it on par with Stun Grenade.
- A nice buff that could improve their synergy a little bit.
[CH/BH] Reduce Energy cost of Shadow Arts, from +20 per level to +10 per level, for up to 200 Energy cost at Level 10. - It also has Support requirement which wouldn't make it a cheap but effective skill.
[TLM/CH/Merc] Reduce Energy cost of Armors by -20 or -30 Energy, to fit costs of Shields, which have similar power level. [TLM/Merc] Compilation of suggestions, located here. Linked for an easier explanation. [TM] Remove Staff requirement from Assimilation. - Tech Casters need Staves for Plasma Bolt and Super Charge. Dex Casters need Staves for Overload, but not Plasma Rain. Str/Supp rely on debuffs and damage from weapons, therefore Caster skills are useless.
- Removal of requirement means loss of power, perhaps by around 10% (i.e. from -100 EP drain to -90 EP drain).
- Deals with Casters abusing the move, yet makes it available for everyone.
- Would work with Static Smash change perfectly.
[Core] Alter Generator, to be a slight counter against Poison - reduces duration of Poison effects by -1 turn. - Gives it a nice boost and a small counter against it.
[All] Take out the Maul requirement (Club) and Overload (Staff), so each class will have access to Stun skill without being forced to a specific weapon type. Not necessary, read post #40 - Gives a bit more freedom for TMs and - especially - BMs, and Mercenaries would also have an incentive to use Swords - instead of Clubs.
[BH] Alter Static Grenade, by lowering its drain but buffing return to 75%. - It's meant to be an effective source of Energy, but not too strong either.
- Furthermore, remove synergy with Tech, perhaps by making it improve with Support or fixed values (scales with level).
[BM] Buff Fireball by putting it on the same scaling as Plasma Bolt. - It's essentially useless for BMs, even ones abusing Strength. It needs a small buff to make it useful for players with Staves, which lose out on some stats and one damage - compared to Swords.
- Wouldn't be easy to abuse due to limited Energy pool and lack of passives to abuse it with.
[Merc] Make Maul an unblockable Stun skill. Not necessary, read post #40 - It'd retain its scaled % chance to stun, but the defense ignore would be removed.
- It starts off with lower chance to stun than other Stun skills, but gets higher as you train it.
- Weapon damage got lowered, so overall, even with high Strength, the damage would be lower than you would deal with Grenade/Overload with the same amount of Dex.
- Mercenaries have a few too many blockable attacks, and the variety is quite limited (cost:power).
- Further explanation in post #23.
[TLM] Buff Frenzy by up to 5% at all levels. - With recent weapon damage reduction and Strength progression adjustment, few months back, it was indirectly nerfed.
- Also, with Static Charge buff, it kind of falls behind, and isn't as effective.
- It would also provide nice synergy with Blood Shield!
[Bot] Lower Botanical Hazard's Poison effect, from 60% damage to 50% damage. - It will lower its DpT by -1, and for a total of -4 during the whole duration of Poison.
- Adds up if looped.
- Furthermore, if Focus and/or Robot Technology Bonus gets altered (nerfed), Poison's power may fall down once again.
I don't focus much on the numbers, since these would be altered by the Devs anyway, so it's mostly about the concept here. Every now and then, I may edit it and add new stuff. ^^
< Message edited by Trans -- 1/26/2014 14:04:15 >
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