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Nerf the plasma bolt

 
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2/7/2013 23:26:04   
Shaden
Member

One skill that has the potential to 1-hit someone with 100 HP isn't very balanced of a class.
Not to mention the 'ultimate skill' does this + heals them, but it is okay because of the charge time it requires.

It is very unfair that they have a skill that can take away half of your life at the least in one turn.

Every other class requires multiple turns to 'work up the ultimate power'

If you go in a 2v2 mage against two tech mages, one of you, whether it is you or your partner, is going to die regardless of precautions taken.

Suggestions to Balance. ~Mecha

< Message edited by Mecha Mario -- 2/8/2013 7:56:18 >
AQ DF MQ AQW Epic  Post #: 1
2/7/2013 23:29:21   
Mother1
Member

This is more of a balance issue so it should be in the balance section.

However as for the idea I support it. Ever since Rabble buffed TM almost a year ago Plasma bolt has been extremely OP. Though many people said it should be left as it is for the lower levels to compete.
Epic  Post #: 2
2/8/2013 0:26:56   
Raffillia
Member

Bunker Buster and Plasma Cannon are the def-busting crit-skills that are supposedly the slightly better version of the plasma bolt.

Not supported.
Post #: 3
2/8/2013 0:40:20   
Mother1
Member

Plasma cannon has already been nerfed. It has been like that since they nerfed fireball Raffilia. Plus unlike those two skills you only need 3 tech to power plasma bolt up while with those 2 you need four.
Epic  Post #: 4
2/8/2013 0:42:13   
UnderSoul
Member

Supported. Though as stated, this is a balance issue.
AQ DF MQ AQW Epic  Post #: 5
2/8/2013 7:42:32   
1wd
Member
 

I support, but not too profound a change, because that is my signature move. Somebody should also give a bad rap for bunker blast which is 40% more OP than plasma bolt because it is defense piercing, crits a lot, for only 4 more mana you get all those benefits. Ridiculous. If we nerf plasma bolt, don't forget to nerf bunker blaster or strength for that matter. If plasma is nerfed, make it cost less mana.

< Message edited by 1wd -- 2/8/2013 7:44:40 >
Post #: 6
2/8/2013 8:05:25   
Blaze The Aion Ender
Member

Plasma bolt does about 29-ish damage on me, and I have 118 hp
Bunker Buster is way stronger at a 41 on me, so not supported
(My defense and res is the same amount)
AQ DF MQ AQW Epic  Post #: 7
2/8/2013 11:52:43   
rayniedays56
Member

I support entirely.

To everyone saying that bunker buster is worse:

Plasma Bolt requires 29 EP at max and powers up with 3 technology instead of 4. Tech Mages can also make this move more powerful through technician, which at +21 technician is already 7 more damage. And don't forget it is even more powered up through malfunction,.


Scenario:


A level 35 mercenary and tech mage battle each other.


They both have the same technology (76 or 26-32 resistance)

The Tech Mages Plasma Bolt is on max, and it's maximum damage is now 67 Energy Damage.
The Mercenaries Bunker Buster is on max, and it's maximum damage is now at 62-68 Physical Damage.

*Plasma Bolt costs 29 EP, can be buffed through technician, which a buff of +21 tech now makes it 74 Energy Damage. The TM then uses malfunction on the mercenary, lowering his technology 36 points, making it 14-17.
*Bunker Buster costs 33 EP, cannot be buffed by the mercenary, and cannot hit more by the mercenary. The malfunction of the TM lowers BB's power to 51-57.

Now, which move is more OP and synergizes WAY too much?




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AQ DF MQ AQW Epic  Post #: 8
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