Ranloth
Banned
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For a full list of Class Skills, refer to: http://epicduelwiki.com/w/Category:Skills Do all the skills need them, or is it just a messy job being carried over from the passive system onto active, which may result in the requirements (for some of the skills) to be unnecessary? List of skills with requirements: Adrenaline Rush - improves with Support, Strength requirement which caps at 42. Berzerker - improves with total Primary damage, Dexterity requirement which caps at 37. Bunker Buster - improves with Tech, Dexterity requirement which caps at 34. Double Strike - as above, caps at 33 Dexterity. Energy Parasite - dependant on opponent's current Energy, low initial damage, Support requirement which caps at 42. Field Medic - improves with level, Technology requirement which caps at 43. (missing info in the Wiki, check in-game) Fire Scythe - improves with total Primary damage, unblockable, Support requirement which caps at 42. Fireball - improves with Strength, Dexterity requirement which caps at 33. Frenzy - improves with Strength (for HP return), Support requirement which caps at 37. Hybrid Armor - dependant on your current Dex+Tech, Support requirement which caps at 42. Malfunction - improves with Support, Strength requirement which caps at 37. Mark of Blood - dependant on your overall damage, Technology requirement which caps at 34. Massacre - improves with total Primary damage, ultimate, Support requirement which caps at 42. Maul - improves with skill's level, Technology requirement which caps at 37. Mineral Armor - dependant on your current Dex, Dexterity requirement which caps at 43. Overload - improves with Dex, Technology requirement which caps at 34. Plasma Armor - dependant on your current Tech, Technology requirement which caps at 43. Plasma Bolt - improves with Tech, Strength requirement which caps at 33. Plasma Cannon - improves with Tech, Dexterity requirement which caps at 34. Shadow Arts - improves with skill's level, Support requirement which caps at 42. Smoke Screen - improves with Tech, Support requirement which caps at 33. Static Charge - improves with Strength (for EP return), unblockable + cannot crit nor rage, Technology requirement which caps at 34. Super Charge - improves with Tech, ultimate, Dexterity requirement which caps at 42. Surgical Strike - improves with Tech, ultimate, Dexterity requirement which caps at 42. Venom Strike (BH) - improves with skill's level, Technology requirement which caps at 42. Venom Strike (CH) - improves with skill's level, Technology requirement which caps at 37. Do all of the above skills really need it? Why restrict Armors which are just Shields? They already pay a penalty by scaling with your total Dex/Tech, which normal defensive skills use one stat to improve the skill. Are low-requirement skills justified, to prevent easy abuse, such as Plasma Bolt, Fireball, Smoke Screen or Malfunction? Do some skills really need it, when they work similarly to skills with no requirements, such as Shadow Arts? Does Field Medic really need a Tech requirement, when it improves with your level only? Are some of those justified, by having a requirement, to prevent abuse, such as Fire Scythe, Adrenaline Rush and Ultimates? Why is there discrepancy between Venom Strike for BHs and CHs? And lastly, do more skills need a requirement - and if so, which ones and why? This is more of an open-discussion balance suggestion. Nothing specific - such as requesting a buff or a nerf - but taking everything into consideration and debating which skills need it and which skills need it lowered/removed. DiscussiOn!
< Message edited by Trans -- 3/17/2014 9:28:29 >
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